Game machine

ABSTRACT

The gaming machine according to the present invention is a gaming machine provided with a speaker capable of outputting a sound that is inputted into an external device having a microphone and that enables the device to execute a specific effect when it is determined in the device that the sound includes a specific sound based upon specific data, the gaming machine including:
         a first memory that stores first effect pattern data not including the specific data indicating the specific sound that triggers the external device to execute the specific effect, and second effect pattern data including the specific data; and   a controller,   the controller programmed to execute the processing of   (a) extracting the first effect pattern data from the first memory,   (b) performing control to execute an effect based upon the extracted first effect pattern data,   (c) extracting, as triggered by satisfaction of a prescribed condition, the second effect pattern data from the first memory, and   (d) outputting a sound based upon the specific data included in the extracted second effect pattern data from the speaker.

TECHNICAL FIELD

The present invention relates to a gaming machine such as a pachislogaming apparatus and a slot machine.

BACKGROUND ART

Typically, in gaming machines such as a pachislo gaming apparatus and aslot machine inside and outside Japan, a variety of effects are producedby means of a sound emitted from a speaker, a display mode of anillumination lamp provided around a cabinet or the like, an imagedisplayed to a liquid crystal display or the like, and by some othermeans, in accordance with internal lottery processing (hereinafter alsoreferred to as “internal lottery”) and a gaming state.

There conventionally exists a gaming machine that has a microphone andgenerates and outputs an additional sub sound based upon an ambientsound recorded with the microphone and a gaming state (e.g., see PatentDocument 1). According to the gaming machine described in PatentDocument 1, since a sound amplifying an ambient sound is outputted or asuppression sound canceling the ambient sound is outputted in accordancewith a gaming state, a player can feel vibrancy in a game parlor whenthe sound amplifying the ambient sound is outputted and also have ahigher expectation by an effect sound emitted from the gaming machinewhen the sound canceling the ambient sound is outputted.

Patent Document 1: JP-A No. 2005-131263

DISCLOSURE OF THE INVENTION Problems to be Solved by the Invention

However, in the gaming machine described in Patent Document 1, althoughit is possible to vary effect sounds by outputting a sub sound, such aneffect as a sound changing in accordance with a gaming state is within arange of typically produced effects and is thus nothing new; hence,there has been a problem that the player soon gets bored with the game.

Further, even when the player who plays a game on the gaming machine canfeel vibrancy in the game parlor and have a higher expectation, therehas been a problem that it is not possible to obtain effects of holdingthe vibrancy in the entire game parlor and raising the expectation ofthe player who has not yet hit a jackpot.

The present invention was made in view of the foregoing problems, andhas an object to provide a gaming machine that is capable of producing anew effect in which contents of a game on one gaming machine arereflected to another gaming machine or the like in a game parlor, and ofenhancing vibrancy in the entire game parlor and expectation of a playerwho has not yet hit a jackpot.

Means for Solving the Problems

In order to achieve the object as described above, the present inventionprovides the following.

(1) A gaming machine provided with a speaker capable of outputting asound that is inputted into an external device having a microphone andthat enables the device to execute a specific effect when it isdetermined in the device that the sound includes a specific sound basedupon specific data, the gaming machine including:

-   -   a first memory that stores first effect pattern data not        including the specific data indicating the specific sound that        triggers the external device to execute the specific effect, and        second effect pattern data including the specific data; and

a controller,

the controller programmed to execute the processing of

(a) extracting the first effect pattern data from the first memory,

(b) performing control to execute an effect based upon the extractedfirst effect pattern data,

(c) extracting, as triggered by satisfaction of a prescribed condition,the second effect pattern data from the first memory, and

(d) outputting a sound based upon the specific data included in theextracted second effect pattern data from the speaker.

According to the invention of (1), an effect is executed based uponfirst effect pattern data not including specific data indicating aspecific sound that triggers the external device to execute a specificeffect, and as triggered by satisfaction of a prescribed condition (e.g.generation of a special game state, reach of payout number of game mediaor difference in number of the game media to a prescribed number, comingof prescribed time, passing of a prescribed period from start of a gameor from play of a last game), second effect pattern data including thespecific data indicating the specific sound is extracted. A sound basedupon the specific data included in the extracted second effect patternis outputted from the speaker. When the sound outputted from the speakeris inputted into an external device (e.g. another gaming machine) havinga microphone, it is determined in the device that the sound includes thespecific sound, and a specific effect is executed. Since the soundoutputted from the speaker spreads therearound, a specific effect isexecuted in the external device installed around the gaming machine thathas satisfied the prescribed condition.

As thus described, according to the invention of (1), it is possible toproduce a completely new effect where, when a prescribed condition issatisfied in one gaming machine, a device around the machine produces aneffect as if it resonates. The effect involving another player in thegame parlor enhances vibrancy in the entire game parlor and expectationof a player who has not been able to satisfy the prescribed condition(e.g. player who has not yet hit a jackpot).

Further, since the prescribed effect is executed in the external device,the player playing a game on the gaming machine that has satisfied theprescribed condition can feel a sense of superiority. Moreover, when thesound including the specific sound is outputted, the external devicehaving a microphone therein collects the sound, and it is thusunnecessary to perform a wiring operation such as connection between thegaming machines or between the gaming machines and a management device.As thus described, since it is configured so as to produce an effectthrough sounds, the cost and time taken for investment in facilities canbe reduced.

Moreover, since the first effect pattern data not including the specificdata and the second effect pattern data including the specific data arestored and the first effect pattern data is changed to the second effectpattern data as triggered by satisfaction of a prescribed condition, itis unnecessary to perform, on sound data, sound processing such asprocessing of amplifying an amplitude in a specific frequency band orprocessing of including a specific inaudible sound. Therefore, since thesound processing that may take time is not performed, it is possible toreduce deviation of output timing of a sound based upon the specificdata.

Moreover, when it is configured such that a sound outputted from thespeaker is collected by equipment having a microphone therein in thegame parlor, it is possible in the equipment to execute an effect ofplaying prescribed music or a voice in the parlor, an effect of applyinga spotlight in a direction toward the gaming machine that has emittedthe sound, and the like.

The present invention further provides the following.

(2) The gaming machine described in the above (1), wherein

the first memory stores first effect pattern data not including specificdata showing a specific waveform that triggers the external device toexecute a specific effect, and second effect pattern data including thespecific data.

According to the invention of (2), first effect pattern data notincluding specific data showing a specific waveform that triggers theexternal device to execute a specific effect and second effect patterndata including the specific data are stored. As triggered bysatisfaction of a prescribed condition, the second effect pattern dataincluding the specific data showing the specific waveform is extracted,and a sound based upon the specific data included in the extractedsecond effect pattern data is outputted from the speaker. When a soundbased upon the specific data outputted from the speaker is inputted intoan external device having a microphone, it is determined in the devicethat part of a waveform shown by a sound signal outputted from themicrophone includes a waveform identical or similar to the specificwaveform, and a specific effect is executed. Therefore, according to theinvention of (2), it is directly determined from the waveform whether ornot the specific sound is included, thereby allowing prevention ofmalfunction.

Moreover, the present invention provides the following.

(3) The gaming machine described in the above (2), wherein

the first memory stores first effect pattern data not including specificdata, and second effect pattern data including specific data showing awaveform obtained by amplifying by a prescribed amount an amplitude in aspecific frequency band of a waveform shown by sound data included inthe first effect pattern data.

According to the invention of (3), first effect pattern data notincluding specific data and second effect pattern data includingspecific data are stored, the specific data showing a waveform obtainedby amplifying, by a prescribed amount, an amplitude in a specificfrequency band of a waveform shown by sound data included in the firsteffect pattern data. As triggered by satisfaction of a prescribedcondition, the second effect pattern data including the specific data isextracted, and a sound based upon the specific data included in theextracted second effect pattern data is outputted from the speaker. Whena sound based upon the specific data outputted from the speaker isinputted into an external device having a microphone, it is determinedin the device that part of a waveform shown by the sound signaloutputted from the microphone includes a specific waveform with anamplitude in a specific frequency band different by a prescribed amountfrom a reference amplitude, and a specific effect is executed.Therefore, according to the invention of (3), since an audible sound isused, it is possible to execute the effect even with the use of aspeaker having a narrow outputtable frequency band.

Further, the present invention provides the following.

(4) The gaming machine described in the above (2), wherein

the first memory stores first effect pattern data not including specificdata, and second effect pattern data including specific data showing awaveform of a specific inaudible sound.

According to the invention of (4), first effect pattern data notincluding specific data and second effect pattern data includingspecific data showing a waveform of a specific inaudible sound arestored. As triggered by satisfaction of a prescribed condition, thesecond effect pattern data including the specific data is extracted, anda sound based upon the specific data included in the extracted secondeffect pattern data is outputted from the speaker. When a sound basedupon the specific data outputted from the speaker is inputted into anexternal device having a microphone, it is determined in the device thatpart of a waveform shown by the sound signal outputted from themicrophone includes the waveform of the specific inaudible sound, and aspecific effect is executed.

It is therefore possible to execute the effect without making the playeraware of a change in sound outputted from the gaming machine.

It is to be noted that the inaudible sound refers to a sound with afrequency of other than a generally human-recognizable range of 20 Hz to20000 Hz, but it is not necessarily required to be a sound with afrequency of other than 20 Hz to 20000 Hz, depending upon a mode inwhich the sound is outputted. Namely, in the present invention, theinaudible sound includes a sound outputted in a human-unrecognizablemode, e.g. a mode as seen in the case where a sound cannot be recognizedby a human when outputted at a low volume after output of a sound at ahigh volume.

Further, the present invention provides the following.

(5) The gaming machine described in the above (2), further including asecond memory that stores identification data for identifying a gamingmachine installed in a game parlor, wherein

the first memory stores first effect pattern data not including specificdata, and second effect pattern data including specific data showing aspecific waveform corresponding to the identification data.

According to the invention of (5), first effect pattern data notincluding specific data and second effect pattern data includingspecific data showing a specific waveform corresponding to theidentification data are stored. Therefore, upon input of a sound basedupon the specific data outputted from the speaker into an externaldevice having a microphone, it is possible in the device to recognizefrom which device the sound was outputted.

Further, the present invention provides the following.

(6) The gaming machine described in the above (3), wherein

the first memory stores first effect pattern data not including specificdata, and second effect pattern data including specific data showing awaveform of a specific inaudible sound.

According to the invention of (6), first effect pattern data notincluding specific data and second effect pattern data includingspecific data showing a waveform of a specific inaudible sound arestored. As triggered by satisfaction of a prescribed condition, thesecond effect pattern data including the specific data is extracted, anda sound based upon the specific data included in the extracted secondeffect pattern data is outputted from the speaker. When a sound basedupon the specific data outputted from the speaker is inputted into anexternal device having a microphone, it is determined in the device thatpart of a waveform shown by the sound signal outputted from themicrophone includes the waveform that shows the specific inaudiblesound, and a specific effect is executed. It is therefore possible toexecute the effect without making the player aware of a change in soundoutputted from the gaming machine.

Further, the present invention provides the following.

(7) The gaming machine described in the above (3), further including asecond memory that stores identification data for identifying a gamingmachine installed in a game parlor, wherein

the first memory stores first effect pattern data not including specificdata, and second effect pattern data including specific data showing aspecific waveform corresponding to the identification data.

According to the invention of (7), first effect pattern data notincluding specific data and second effect pattern data includingspecific data showing a specific waveform corresponding toidentification data are stored. Therefore, upon input of a sound basedupon the specific data outputted from the speaker into an externaldevice having a microphone, it is possible in the device to recognizefrom which device the sound was outputted.

Further, the present invention provides the following.

(8) The gaming machine described in the above (4), further including asecond memory that stores identification data for identifying a gamingmachine installed in a game parlor, wherein

the first memory stores first effect pattern data not including specificdata, and second effect pattern data including specific data showing aspecific waveform corresponding to the identification data.

According to the invention of (8), first effect pattern data notincluding specific data and second effect pattern data includingspecific data showing a specific waveform corresponding toidentification data are stored. Therefore, upon input of a sound basedupon the specific data outputted from the speaker into an externaldevice having a microphone, it is possible in the device to recognizefrom which device the sound was outputted.

Further, the present invention provides the following.

(9) The gaming machine described in the above (5), further including aninterface for inputting the identification data.

According to the invention of (9), since an interface (e.g.

USB terminal or port for infrared light communication) for inputtingidentification data is provided, it is possible to easily input orchange the identification data.

Further, the present invention provides the following.

(10) The gaming machine described in the above (6), further including asecond memory that stores identification data for identifying a gamingmachine installed in a game parlor, wherein

the first memory stores first effect pattern data not including specificdata, and second effect pattern data including specific data showing aspecific waveform corresponding to the identification data.

According to the invention of (10), first effect pattern data notincluding specific data and second effect pattern data includingspecific data showing a specific waveform corresponding toidentification data are stored. Therefore, upon input of a sound basedupon the specific data outputted from the speaker into an externaldevice having a microphone, it is possible in the device to recognizefrom which device the sound was outputted.

Further, the present invention provides the following.

(11) The gaming machine described in the above (7), further including aninterface for inputting the identification data.

According to the invention of (11), since an interface (e.g. USBterminal or port for infrared light communication) for inputtingidentification data is provided, it is possible to easily input orchange the identification data.

Further, the present invention provides the following.

(12) The gaming machine described in the above (8), further including aninterface for inputting the identification data.

According to the invention of (12), since an interface (e.g. USBterminal or port for infrared light communication) for inputtingidentification data is provided, it is possible to easily input orchange the identification data.

Further, the present invention provides the following.

(13) The gaming machine described in the above (10), further includingan interface for inputting the identification data.

According to the invention of (13), since an interface (e.g. USBterminal or port for infrared light communication) for inputtingidentification data is provided, it is possible to easily input orchange the identification data.

Moreover, the present invention provides the following.

(14) A gaming machine provided with a speaker capable of outputting asound that is inputted into an external device having a microphone andthat enables the device to execute a specific effect when it isdetermined in the device that the sound includes a specific voice basedupon specific data, the gaming machine including:

a first memory that stores first effect pattern data not including thespecific data indicating the specific voice that triggers the externaldevice to execute the specific effect, and second effect pattern dataincluding the specific data; and

a controller,

the controller programmed to execute the processing of

(a) extracting the first effect pattern data from the first memory,

(b) performing control to execute an effect based upon the extractedfirst effect pattern data,

(c) extracting, as triggered by satisfaction of a prescribed condition,the second effect pattern data from the first memory, and

(d) outputting a sound based upon the specific data included in theextracted second effect pattern data from the speaker.

According to the invention of (14), first effect pattern data notincluding specific data indicating a specific voice that triggers theexternal device to execute a specific effect and second effect patterndata including the specific data are stored. As triggered bysatisfaction of a prescribed condition, the second effect pattern dataincluding the specific data indicating the specific voice is extracted,and a sound based upon the specific data included in the extractedsecond effect pattern data is outputted from the speaker. When the soundoutputted from the speaker is inputted into an external device having amicrophone, in the device, it is determined that the sound includes thespecific voice, and then a specific effect is executed. It is thereforepossible to execute an effect through the use of a voice having acomplicated waveform.

Effects of the Invention

According to the present invention, it is possible to provide a gamingmachine that is capable of producing a new effect in which contents of agame on one gaming machine are reflected to another gaming machine orthe like in a game parlor, and of enhancing vibrancy in the entire gameparlor and expectation of a player who has not yet hit a jackpot.

BEST MODE FOR CARRYING OUT THE INVENTION

Embodiments of the present invention are described with reference to thedrawings. First, the case of applying the present invention to apachislo gaming apparatus is described as a first embodiment.

First Embodiment

FIG. 1 is a perspective view schematically showing an example of apachislo gaming apparatus according to the first embodiment of thepresent invention.

This pachislo gaming apparatus 1 is a gaming machine on which a game canbe played using game media such as a card storing information on a gamevalue that has been offered or will be offered to a player, in additionto coins, medals, tokens or the like; however, the case of using medalsis described below.

A liquid crystal display 5 is installed on the front face of a cabinet 2forming the entirety of the pachislo gaming apparatus 1. This liquidcrystal display 5 has a transparent liquid crystal panel 34 (not shown).This transparent liquid crystal panel 34 is capable of switching part orthe whole thereof to a transparent/opaque state, and also capable ofdisplaying an effect image regarding a game.

Further, three rotational reels 3L, 3C, and 3R are provided on the rearsurface side of the liquid crystal display 5. Each of the threerotational reels 3L, 3C, and 3R displays a plurality of pieces ofidentification information such as symbols on the outer peripheralsurface thereof, and is rotatably provided in a horizontal row.

A base portion 10 having a horizontal surface is formed under the liquidcrystal display 5. A medal insertion slot 22 is provided on the rightside of the base portion 10. A 1-BET switch 11 and a maximum BET switch13 are provided on the left side of the base portion 10.

On the left side of the front surface portion of the base portion 10 isprovided an accumulated medal settlement switch 14 with whichcredit/payout of medals acquired in a game by the player is switched bya pressing operation.

When “Payout” is selected by switching of the accumulated medalsettlement switch 14, medals are paid out from a medal payout exit 15 onthe lower portion of the front surface, and the paid-out medals areaccumulated in a medal receiving portion 16. On the other hand, when“Credit” is selected, the number of medals is stored as credits into amemory (e.g. a later-described RAM 43, or the like) in the pachislogaming apparatus 1.

To the right side of the accumulated medal settlement switch 14, a startlever 6 for rotating the rotational reels 3L, 3C, and 3R by an operationby the player is installed rotatably in a prescribed angle range. Threestop buttons 7L, 7C, and 7R for respectively stopping rotation of thethree rotational reels 3L, 3C, and 3R are provided at the center of thefront surface portion of the base portion 10.

A determination button 26 and a cancel button 27 are provided on theright side of the front surface portion of the base portion 10. Byoperation of the determination button 26 or the cancel button 27, inputof a command regarding switching of the display screen of the liquidcrystal display 5, or the like, can be made.

A door opening-closing and shooting-stop-canceling device 29 is furtherprovided on the right side of the front surface portion of the baseportion 10. A prescribed key is inserted into a key hole of this dooropening-closing and shooting-stop canceling device 29, and is turned tothe right so as to open/close the front door or turned to the left so asto cancel stopping of shooting.

Speakers 21L and 21R are provided on the right and left of the upperportion of the cabinet 2, and a payout table panel 23 showing winningsymbols combinations, the numbers of payouts of medals, and the like, isprovided between the two speakers 21L and 21R. In addition, a microphone44 is provided on the right and left of the front of the cabinet 2.

FIG. 2 is an enlarged front view showing the neighborhood of the liquidcrystal display in the pachislo gaming apparatus shown in FIG. 1.

As shown in FIG. 2, on the rear surface side of the liquid crystaldisplay 5, the three rotational reels 3 (3L, 3C, 3R) with symbols as aplurality of pieces of identification information drawn on therespective outer peripheral surfaces thereof are rotatably provided in ahorizontal row.

The liquid crystal display 5 includes a front panel 31 and thetransparent liquid crystal panel 34 (not shown) provided on the rearsurface of the front panel 31. The front panel 31 is comprised of atransparent display window 31 a and a pattern-formed region 31 b wherepatterns are drawn, and a screen image displayed to the transparentliquid crystal panel 34 provided on the rear surface of the front panel31 is visible through the display window 31 a of the front panel 31.

To the transparent liquid crystal panel 34 shown in FIG. 2, there isdisplayed a specific effect image 93 including fireworks images 93 a anda notification image 93 b notifying generation of a BB game on anotherpachislo gaming apparatus 1. This image is an image displayed when it isdetermined that a specific sound has been inputted from a microphone 44.In a game parlor installed with a plurality of pachislo gamingapparatuses 1, when a specific sound is outputted from a single pachislogaming apparatus 1, a specific effect image is displayed simultaneouslyto other pachislo gaming apparatuses 1 installed within a prescribedrange from the single pachislo gaming apparatus 1.

On the rear surface side on the left of the liquid crystal display 5,there are provided: a variety of lamps, i.e., a game start display lamp25, a WIN lamp 17, a medal insertion lamp 24, a maximum BET lamp 9 c, a2-BET lamp 9 b, and a 1-BET lamp 9 a; and a variety of display portions,i.e., a number-of-payouts display portion 18, anumber-of-accumulated-medals display portion 19, and anumber-of-actuated-combinations display portion 20. It is to be notedthat the pattern-formed region 31 b of the front panel 31 is transparentin the front surface portions of the foregoing variety of lamps andvariety of display portions, and the variety of lamps and the variety ofdisplay portions are thus visible.

The 1-BET lamp 9 a, the 2-BET lamp 9 b, and the maximum BET lamp 9 c arelighted in accordance with the number of medals betted for playing onegame (hereinafter also referred to as “the number of BETs”). One gameends when all the rotational reels are stopped or when medals are paidout in the case where payout of medals is to be conducted.

The WIN lamp 17 is lighted with a prescribed probability when BB (bigbonus) or RB (regular bonus) is internally won, and is also lighted whenwinning of BB or RB is established. The medal insertion lamp 24 isflashed when insertion of medals is acceptable. The game start displaylamp 25 is lighted when at least one line is activated.

The number-of-payouts display portion 18 displays the number of payoutsof medals at the time of establishment of the winning; thenumber-of-accumulated-medals display portion 19 displays the number ofaccumulated medals; and the number-of-actuated-combinations displayportion 20 displays the number of RB games possibly played, the numberof RB games possibly won, and the like. These display portions are, forexample, made up of seven-segment display.

FIG. 3 is a perspective view showing a schematic configuration of theliquid crystal display in the pachislo gaming apparatus shown in FIG. 1.FIG. 4 is an exploded view of a configuration of part of the liquidcrystal display shown in FIG. 3.

The liquid crystal display 5 is comprised of: a front panel 31 includinga protection glass 32 and a display board 33; the transparent liquidcrystal panel 34; a light guiding plate 35; a reflection film 36;fluorescent lamps 37 a, 37 b, 38 a, and 38 b, which are so-called whitelight sources; lamp holders 39 a to 39 h; and table carrier package(TCP) loaded with an IC for driving a transparent liquid crystal panel.The TCP is made up of a flexible substrate (not shown) connected to aterminal portion of the transparent liquid crystal panel 34, or thelike.

This liquid crystal display 5 is provided to the front side of therotational reels 3L, 3C, and 3R. Further, these rotational reels 3L, 3C,and 3R and the liquid crystal display 5 are provided with prescribedspacing therebetween.

The protection glass 32 and the display board 33 are made of transparentmaterials. On the display board 33, patterns or the like are formed inpositions corresponding to the BET lamps 9 a to 9 c, and in some otherpositions. That is, a region of the display board 33 where the patternsor the like are formed is the pattern-formed region 31 b on the frontpanel 31, and a region of the display board 33 where the patterns or thelike are not formed is the transparent display window 31 a on the frontpanel 31 (c.f. FIG. 2). It is to be noted that the pattern-formed region31 b may not be formed on the front panel 31, and the whole area of thefront panel 31 may be the transparent display window 31 a. In this case,patterns may not be formed on the display board 33, or the display board33 may be omitted.

In addition, an electric circuit and the like for activating the varietyof lamps and the variety of display portions arranged on the rearsurface side of the display board 33 are not shown.

The transparent liquid crystal panel 34 is formed by enclosing liquidcrystal into a void portion between a transparent substrate such as aglass plate formed with a thin film transistor layer and a transparentsubstrate opposed thereto.

A display mode of this transparent liquid crystal panel 34 is set tonormally white. Normally white is a configuration where liquid crystalis displayed white (light transmitted to the display surface side isvisible from the outside) in a state where the liquid crystal is notdriven. Adoption of the transparent liquid crystal panel 34 configuredto be normally white can make variable display and stop-display ofidentification information such as symbols, displayed on the rotationalreels 3L, 3C, and 3R, visible even when a situation occurs where theliquid crystal cannot be driven, so as to allow continuation of a game.That is, even in the case of occurrence of such a situation, a game canbe played mainly in the variable display mode and the stop-display modeof the identification information displayed on the rotational reels 3L,3C, and 3R.

The light guiding plate 35 serves to guide light from the fluorescentlamps 37 a and 37 b to the transparent liquid crystal panel 34(illuminate the transparent liquid crystal panel 34). The light guidingplate 35 is provided on the rear side of the transparent liquid crystalpanel 34, and made up of, for example, a transparent member (having alight guiding function), such as an acrylic resin, having a thickness ofabout 2 cm.

As the reflection film 36, for example, a film is used which has beenobtained by forming an evaporated silver film on a white polyester filmor an aluminum thin film, and the reflection film 36 reflects lightguided into the light guiding plate 35 toward the front surface side ofthe light guiding plate 35. This reflection film 36 is comprised of areflection region 36A and non-reflection region (transmission region)36B.

The fluorescent lamps 37 a, 37 b are respectively arranged along the topend and the bottom end of the light guiding plate 35, and both ends ofthe lamps are supported by the lamp holders 39 (cf. FIG. 3). Lightapplied from these fluorescent lamps 37 a, 37 b is reflected on thereflection region 36A of the reflection film 36, and illuminates thetransparent liquid crystal panel 34.

The fluorescent lamps 38 a, 38 b are respectively arranged on the upperposition and the lower position of the rear side of the reflection film36, toward the rotational reels 3L, 3C, and 3R. Light applied from thesefluorescent lamps 38 a, 38 b is reflected on the front surfaces of therotational reels 3L, 3C and 3R, and falls on the non-reflection region36B, thereby illuminating the transparent liquid crystal panel 34.

As thus described, in the liquid crystal display 5, the light appliedfrom the fluorescent lamps 37 a, 37 b, which is reflected on thereflection region 36A of the reflection film 36, and the light appliedfrom the fluorescent lamps 38 a, 38 b, which is reflected on the frontsurfaces of the rotational reels 3L, 3C and 3R and falling on thenon-reflection region 36B, illuminate the transparent liquid crystalpanel 34.

Therefore, the region of the liquid crystal display 5 which correspondsto the non-reflection region 36B of the reflection film 36 is a regionwhere switching of transparent/opaque states is made depending uponwhether or not the liquid crystal has been driven. The region of theliquid crystal display which corresponds to the reflection region 36A ofthe reflection film 36 comes into an opaque state irrespective ofwhether or not the liquid crystal has been driven.

In the pachislo gaming apparatus 1, only part of the region of theliquid crystal display is a region where switching of transparent/opaquestates is made. However, in the gaming machine of the present invention,the whole region of the display screen of the liquid crystal display maybe a region where switching of transparent/opaque states is made. Inthis case, when the whole region of the liquid crystal display 5 is madea region where switching of transparent/opaque states is made in thepachislo gaming apparatus 1, the entirety of the reflection film 36 maybe provided as the non-reflection region 36B, or the reflection film 36may be omitted.

FIG. 5 is a block diagram showing an internal configuration of thepachislo gaming apparatus shown in FIG. 1.

A main control circuit 81 mainly includes a microcomputer 40 arranged ona circuit board. The microcomputer 40 includes: a CPU 41 that performs acontrol operation in accordance with a previously set program; a ROM 42;and a RAM 43. The microcomputer 40 corresponds to the controller in thepresent invention. The CPU 41 is connected with a clock pulse generationcircuit 144 and a frequency divider 145 that set a reference clockpulse, and a random number generator 146 and a sampling circuit 147 thatgenerate a random number to be sampled. It may be configured such that,as means for random number sampling, the random number sampling isexecuted on an operation program of the CPU 41.

The ROM 42 stores a variety of control commands to be transmitted to asub control circuit 82, and the like. As the commands, for example, acommand regarding display-control over the liquid crystal display 5, acommand regarding voice output control over the speakers 21, and someother commands are stored.

Examples of the command regarding control over the liquid crystaldisplay 5 and the speakers 21 may include an effect start command and anend effect command.

The effect start command is a command to the liquid crystal display 5for displaying an effect image at the start of rotation of the threerotational reels 3 (3L, 3C, 3R), and to the speakers 21 for outputting avoice regarding the effect. The end effect command is a command to theliquid crystal display 5 for displaying an effect image at the stop ofrotation of all of the three rotational reels 3 (3L, 3C, 3R), and to thespeakers 21 for outputting a voice regarding the end effect.

Further, commands regarding setting or cancel of RB, BB are also storedin the ROM 42, and by these commands, setting or cancel of RB or BB isnotified to the sub control circuit 82. It should be noted that in placeof the command regarding setting or cancel of RB or BB, data indicatingthat RB or BB is in execution may be included in the variety of commandsregarding display-control to the liquid crystal display 5.

As triggered by establishment of a prescribed condition, the variety ofcommands as described above are called from the ROM 42 by the CPU 41 tobe set in the RAM 43. The command set in the RAM 43 is then supplied tothe sub control circuit 82 at a prescribed timing. The sub controlcircuit 82 executes a variety of processing based upon the suppliedcommand. It is to be noted that communication is performed in onedirection from the main control circuit 81 to the sub control circuit82, without input of a command or the like by the sub control circuit 82to the main control circuit 81.

Further, the ROM 42 stores a symbol table for making rotationalpositions of the rotational reels 3L, 3C, and 3R correspond to thesymbols drawn on the outer peripheral surfaces of the rotational reels.Moreover, the ROM 42 stores a winning symbol-combination table wherecombinations of symbols as winning, the numbers of payouts of medals forwinning, and winning determination codes representing the respectivewinnings are corresponded to one another, a lottery probability tablenecessary for performing a lottery to determine an internal winningcombination, and the like.

Other than the foregoing commands, the RAM 43 stores, for example, avariable, a flag and the like relating to game progressions, such as thenumber of credits corresponding to the number of medals and a set value.

Examples of main peripheral devices (actuators), whose operations arecontrolled by control signals from the microcomputer 40, may include: avariety of lamps (1-BET lamp 9 a, 2-BET lamp 9 b, maximum BET lamp 9 c,WIN lamp 17, medal insertion lamp 24, game start display lamp 25,illumination lamp 93); a variety of display portions (number-of-payoutsdisplay portion 18, number-of-accumulated-medals display portion 19,number-of-actuated-combinations display portion 20); a hopper (includinga driving portion for payout) 50 that houses medals and pays out aprescribed number of medals in accordance with a command from a hopperdriving circuit 51; and stepping motors 59L, 59C, and 59R whichrotationally drive the rotational reels 3L, 3C, and 3R.

Moreover, an output portion of the CPU 41 is connected through an I/Oport 48 with a motor driving circuit 49 that drive controls the steppingmotors 59L, 59C, and 59R, a hopper driving circuit 51 that drivecontrols the hopper 50, a lamp driving circuit 55 that drive controls avariety of lamps, and a display portion driving circuit 58 that drivecontrols a variety of display portions. Upon receipt of a control signalsuch as a driving command outputted from the CPU 41, each of thosedriving circuits controls the operation of each actuator.

Further, main input signal generators that generate an input signalnecessary for generation of a control command by the microcomputer 40are the start switch 6S, the 1-BET switch 11, the maximum BET switch 13,the accumulated medal settlement switch 14, an inserted medal sensor22S, a reset switch 62, a key-shaped switch 63 for setting, a reel stopsignal circuit 56, a reel position detection circuit 60, and a payoutcompletion signal circuit 61. These are also connected to the CPU 41through the I/O port 48. The key-shaped switch 63 for setting servessuch that a prescribed key is inserted into a key hole thereof andturned to the right or left to allow a change in setting of a set value.

The start switch 6S detects an operation of the start lever 6. Theinserted medal sensor 22S detects a medal inserted into the medalinsertion slot 22. The reel stop signal circuit 56 generates a stopsignal in accordance with an operation of each of the stop buttons 7L,7C, and 7R. Operating the determination button 26 and the cancel button27 enables switching of the display screen of the liquid crystal display5, input of a command, and the like.

Upon receipt of a pulse signal from a reel rotation sensor, the reelposition detection circuit 60 transmits signals for detecting thepositions of the respective rotational reels 3L, 3C, and 3R, to the CPU41.

When a count value (the number of medals paid out from the hopper 50) ofthe medal detecting portion 50S reaches a designated number of medals,the payout completion signal circuit 61 generates a medal payoutcompletion signal. Upon receipt of this medal payout completion signal,the CPU 41 stops driving of the hopper 50 through the hopper drivingcircuit 51, to complete payout of medals. This medal detecting portion50S has a medal sensor comprised of a physical sensor or the like fordetecting medals paid out from the hopper 50, and can thus count thenumber of payouts of medals by using this medal sensor.

In the circuit shown in FIG. 5, the random number generator 146generates random numbers belonging to a set numeric value range, and thesampling circuit 147 samples one random number at an appropriate timingafter operation of the start lever 6. Based upon the random numbersampled in this manner and the lottery probability table stored insidethe ROM 42, an internal winning combination is determined. After thedetermination of the internal winning combination, a random number issampled again for selecting a “stop control table”.

After the start of rotation of the rotational reels 3L, 3C, and 3R, thenumbers of drive pulses supplied to the stepping respective motors 59L,59C, and 59R are counted, and the count values are written in aprescribed area of the RAM 43. Reset pulses are obtained from therotational reels 3L, 3C, and 3R in each rotation, and these pulses areinputted into the CPU 41 through the reel position detection circuit 60.By the reset pulses as thus obtained, the count values of the drivepulses counted in the RAM 43 are cleared to “0”. In this manner, thecount values corresponding to the respective rotational positions of thereels 3L, 3C, and 3R within the range of one rotation are stored in theRAM 43.

In order to make the rotational positions of the rotational reels 3L,3C, and 3R as described above correspond to the symbols drawn on theouter peripheral surfaces of the rotational reels, the symbol table isstored in the ROM 42. In this symbol table, with the rotational positionwhere the foregoing reset pulse is generated as a reference, codenumbers sequentially granted at each set rotational pitch of therotational reels 3L, 3C, and 3R are corresponded to symbol codesindicating symbols provided in association with the respective codenumbers.

Moreover, the winning symbol-combination table is stored in the ROM 42.In this winning symbol-combination table, winning combinations ofsymbols, the numbers of payouts of medals for winning, and winningdetermination codes representing the winning are corresponded to oneanother. The above winning symbol-combination table is referenced whenthe left rotational reel 3L, the central rotational reel 3C, and theright rotational reel 3R are stop-controlled and when winning is checkedafter the stop of all of the reels.

In the case of internal winning by lottery processing (probabilitylottery processing) based upon the random number sampling, the CPU 41transmits a signal for stop-controlling the rotational reels 3L, 3C, and3R to the motor driving circuit 49, based upon operation signalstransmitted from the reel stop signal circuit 56 at a timing when theplayer operates the stop buttons 7L, 7C, and 7R, and the selected “stopcontrol table”.

In the case of the mode coming into a stop mode showing establishment ofthe internally won combination, when “Payout” has been selected byswitching of the accumulated medal settlement switch 14, the CPU 41supplies a payout command signal to the hopper driving circuit 51, topay out a prescribed number of medals from the hopper 50. At this time,the medal detecting portion SOS counts the number of medals that arepaid out from the hopper 50, and when the count value reaches adesignated number, a medal payout completion signal is inputted into theCPU 41. By doing so, the CPU 41 stops the drive of the hopper 50 throughthe hopper driving circuit 51, to complete the “medal payoutprocessing”.

On the other hand, when “Credit” has been selected by switching of theaccumulated medal settlement switch 14, the number of medals to be paidout is stored, as credits, into the RAM 43.

The main control circuit 81 having the CPU 41 therein is connected withthe sub control circuit 82.

The sub control circuit 82 performs display-control of the liquidcrystal display 5 and output-control of a sound from the speakers 21L,21R, based upon a control command from the main control circuit 81.

FIG. 6 is a block diagram showing a configuration of the sub controlcircuit shown in FIG. 5.

Although it is configured in the present embodiment such that a commandis supplied from the main control circuit 81 to the sub control circuit82 while a signal is prevented from being supplied from the sub controlcircuit 82 to the main control circuit 81, the configuration is notlimited to this, and it may be configured such that a signal can betransmitted from the sub control circuit 82 to the main control circuit81.

The sub control circuit 82 has a sub CPU 206, a program ROM 208 and awork RAM 210. Further, the sub control circuit 82 is connected with thedetermination button 26 and the cancel button 27, through an interfacecircuit 240.

Further, the sub control circuit 82 has a display-control circuit 250that performs display-control on the liquid crystal display 5, and avoice control circuit 230 that performs control regarding a soundgenerated from the speakers 21.

The sub CPU 206 has the function of executing a variety of processing,such as processing relating to an effect, in accordance with programsstored in the program ROM 208, and controls the sub control circuit 82in accordance with a variety of commands supplied from the CPU 41.

Programs for the sub CPU 206 to control gaming effects on the liquidcrystal display 5 and the speakers 21 are stored into the program ROM208, and besides those programs, a variety of tables such as an effectpattern data extraction table for making a determination regarding theeffects are also stored.

Moreover, the program ROM 208 stores: a plurality of kinds of effectpattern data corresponded to screen images displayed to the liquidcrystal display 5 as well as a sound outputted from the speakers 21; anda plurality of kinds of end effect pattern data corresponded to screenimages displayed, as well as a voice outputted, at the stop of all ofthe reels 3 (3L, 3C, 3R). The program ROM 208 corresponds to the firstmemory that stores effect pattern data.

The effect pattern data is classified into effect pattern data which isextracted when a BB flag has been set (effect pattern data for BB) andeffect pattern data which is extracted when the BB flag has not been set(normal effect pattern data, specific effect pattern data). The normaleffect pattern data is effect pattern data which is extracted when theBB flag has not been set and a specific sound is not detected. Further,the specific effect pattern data is effect pattern data which isextracted when the BB flag has not been set and the specific sound isdetected (cf. FIG. 11).

The normal effect pattern data and the specific effect pattern datacorrespond to the first effect pattern data in the invention, and theeffect pattern data for BB correspond to the second effect pattern datain the invention.

Further, the program ROM 208 stores comparison waveform data as anobject to be compared with a waveform shown by a sound signal outputtedfrom the microphone 44. The sub CPU 206 compares output waveform datagenerated based upon the sound signal outputted from the microphone 44with the comparison waveform data, to determine whether or not waveformsshown by the respective waveform data are identical or similar to eachother.

Further, the sub control circuit 82 is connected with the microphone 44that converts an input sound from the outside into a sound signal andoutputs the signal, through a signal processing circuit 44 a. The signalprocessing circuit 44 a includes a variety of circuits such as an AGCcircuit and an A/D conversion circuit, and performs a variety ofprocessing for converting a sound signal outputted from the microphone44 into output waveform data. The AGC circuit automatically controls anamplification factor of an amplifier provided inside thereof so as toobtain a fixed output even when a magnitude of an input sound signalfluctuates.

Further, the sub control circuit 82 is connected with an interface 92for data input for inputting identification data of the pachislo gamingapparatus 1. The identification data inputted from the interface 92 fordata input is stored in the work RAM 210. In the present invention, theidentification data is not particularly limited, and examples thereofmay include a number and a symbol provided independently by the gameparlor, an identification number that identifies the pachislo gamingapparatus 1, the number being uniquely set to a pachislo gamingapparatus, and the like.

Examples of the interface 92 for data input include a USB (UniversalSerial Bus) port and an RS-232C port, but in the present invention, theinterface 92 for data input is not particularly limited so long as beingconnectable to an external device. Although the case of inputtingidentification data by wire connection is described in the presentembodiment, the present invention is not limited thereto. For example,wireless connection, such as connection by infrared communication, maybe adopted.

In addition, although it is configured in the present embodiment suchthat the program ROM 208 is used as a storage medium for storingprograms, tables, and the like, the configuration is not limitedthereto. The storage medium may be in a different mode so long as beinga storage medium readable by a computer having a CPU and the like, andrecording may be made, for example, in a hard disc device or storagemedia such as a CD-ROM, a DVD-ROM or a ROM cartridge. Naturally, what isstored in the program ROM 208 may be stored in the ROM 42. Further,these programs may not be previously recorded, but may be downloadedafter switch-on of power, and recorded in the work RAM 210 or the like.Moreover, each of the programs may be recorded in different storagemedia.

Furthermore, in the present embodiment, the main control circuit 81including the CPU 41 and the ROM 42 therein and the sub control circuit82 including the sub CPU 206 and the program ROM 208 therein areseparately configured, but the configuration is not limited thereto.Only the main control circuit 81 including the CPU 41 and the ROM 42therein may constitute the circuit, and in this case, it should beconfigured such that programs stored in the foregoing program ROM 208are stored into the ROM 42 and executed by the CPU 41. Naturally, onlythe sub control circuit 82 including the sub CPU 206 and the program ROM208 therein may constitute the circuit, and in this case, it should beconfigured such that programs stored in the foregoing ROM 42 are storedinto the program ROM 208 and executed by the sub CPU 206.

The work RAM 210 has the function of storing a variety of flags andvariable values, as a temporary storage region of the sub CPU 206. Inparticular, the work RAM 210 stores identification data inputted fromthe interface 92 for data input. The work RAM 210 corresponds to thesecond memory that stores identification data. It is to be noted that,although the work RAM 210 is used as the temporary storage region of thesub CPU 206 in the present embodiment, the temporary storage region isnot limited thereto, and may be any storage media so long as beingreadable and writable media.

Moreover, the voice control circuit 230 is comprised of a sound sourceIC 232 that performs control regarding a voice, a voice data ROM 234that stores a variety of sound data, and an amplifier 236 (hereinafterreferred to as “AMP”) for amplifying a sound signal.

The sound source IC 232 is connected with the sub CPU 206, the voicedata ROM 234 and the AMP 236. The voice data ROM 234 stores a pluralityof kinds of sound data regarding effects, and the like. Examples of thesound data regarding effects may include sound data including specificdata indicating a specific sound and sound data not including specificdata. In the present embodiment, the case of the specific sound being aspecific inaudible sound is described.

Upon receipt of supply of the effect pattern data, the sound source IC232 reads sound data from the voice data ROM 234. At this time, thesound source IC 232 extracts sound data not including specific data whendetermining that the effect pattern data is not the effect pattern datafor BB (the effect pattern data is the first effect pattern data). Onthe other hand, the sound source IC 232 extracts sound data includingspecific data when determining that the effect pattern data is theeffect pattern data for BB. The sound data extracted as thus describedare included in the effect pattern data.

FIG. 7 is a view showing sound data including specific date, forexplaining the sound data which is extracted when the effect patterndata for BB is supplied. It is to be noted that in the figure, symbol f0denotes a frequency to be a border between audible and inaudible sounds,and symbol f1 denotes a center frequency of a waveform W indicating theinaudible sound shown by the specific data.

As shown in FIG. 7, the sound data including the specific data is datashowing a waveform having the waveform W of a sound showing specificdata in an inaudible frequency band portion.

In the case where the sound source IC 232 receives the effect patterndata for BB, the sound source IC 232 references identification datastored in the work RAM 210, and reads sound data corresponding to theidentification data of the pachislo gaming apparatus 1. That is, forexample, the sound source IC 232 reads the sound data showing thewaveform shown in FIG. 7 when a BB game is generated in this pachislogaming apparatus 1, while, when a BB game is generated in anotherpachislo gaming apparatus 1, the sound source IC 232 reads a sound datadifferent from the sound data showing the waveform shown in FIG. 7(sound data showing a waveform where the center frequency of thewaveform W shown by specific data is different from “f1”).

Furthermore, the sound source IC 232 converts the sound data into aprescribed sound signal and supplies the sound signal to the AMP 236.The AMP 236 amplifies the sound signal and outputs a sound from thespeakers 21 (21L and 21R). Therefore, in another pachislo gamingapparatus 1 into which the sound has been inputted, it is determined,based upon an inaudible sound included in the sound, which pachislogaming apparatus 1 has identification data that the specific sound isbased on.

The display-control circuit 250 generates a screen image in accordancewith a game result determined by the CPU 41 or a command inputted fromthe variety of buttons 26 and 27, and controls to display the screenimage to the liquid crystal display 5. The display-control circuit 250is configured of an image data processor (hereinafter referred to as“VDP”) 212, an image data ROM 216 that stores a variety of image data,and a D/A converter 218 that converts image data into an image signal.The VDP 212 is connected with the sub CPU 206, the image data ROM 216that stores image data, and the D/A converter 218 that converts imagedata into an image signal.

This VDP 212 is a device which includes a variety of circuits such asso-called a sprite circuit, a screen circuit, and a palette circuit, andis capable of performing a variety of processing for displaying a screenimage to the liquid crystal display 5. That is, the VDP 212 performsdisplay-control over the liquid crystal display 5. Further, the VDP 212is provided with a storage medium (e.g. video RAM) as a buffer fordisplaying a screen image to the transparent liquid crystal panel 34 ofthe liquid crystal display 5. By storing image data in a prescribedstorage region of this storage medium, a screen image is displayed tothe transparent liquid crystal panel 34 of the liquid crystal display 5at a prescribed timing.

The image data ROM 216 stores a plurality of kinds of effect image data.The effect image data is classified into normal effect image data andspecific effect image data. Examples of the effect image data (normaleffect image data and specific effect image data) include backgroundimage data that constitutes a background image, and character image datathat represents a character.

The specific effect image data is image data regarding an image that isdisplayed only when a specific sound is inputted from the microphone 44(e.g. the fireworks image 93 a and the notification image 93 b shown inFIG. 2). The normal effect image data is image data regarding an imagethat is displayed when a specific sound has not been inputted from themicrophone 44.

The VDP 212 extracts an effect image from the image data ROM 216 inaccordance with an image display command supplied from the sub CPU 206.

The VDP 212 superimposes a variety of images extracted from the imagedata ROM 216, sequentially from an image located on the back, e.g. in asequence of the background image and the character image, to store themin the buffer (e.g. video RAM or the like), so as to synthesize a screenimage. The VDP 212 then supplies the synthesized image to the D/Aconverter 218 at a prescribed timing. The D/A converter 218 convertsthis screen image into an image signal and supplies this image signal tothe liquid crystal display 5.

In the following, it is assumed that the pachislo gaming apparatus 1 hasbeen activated and steadily operated in a state where a variable used inthe CPU 41 is initialized to a prescribed value, and a set value, avariety of timers, and the like are also set to prescribed values.

FIG. 8-1 and FIG. 8-2 are flowcharts showing a subroutine of processingperformed in the main control circuit. This subroutine is called at aprescribed timing from a previously executed main routine and thenexecuted.

First, the CPU 41 determines whether or not a request for automaticmedal insertion has been made (step S120). It is to be noted that thecase where the request for automatic insertion has been made is a casewhere winning for replay has been established in a previous game. Whenthe request for automatic medal insertion has been made, the CPU 41automatically inserts medals in number requested (step S122), andtransmits a medal insertion command to the sub control circuit 82 (stepS123).

On the other hand, when determining in step S120 that the request forautomatic medal insertion has not been made, the CPU 41 determineswhether or not medals have been inserted (step S121). That is, the CPU41 determines whether or not medals have been inserted, by determiningwhether or not a detection signal has been received which is issued bythe inserted medal sensor 22S that has detected insertion of medals intothe medal insertion slot 22, or by determining whether or not adetection signal has been received which is issued from the BET switch(1-BET switch 11 or maximum BET switch 13). It should be noted that,when determining that the detection signal issued from the BET switch(1-BET switch 11 or maximum BET switch 13) has been received, the CPU 41performs processing of subtracting the number of credits correspondingto the number of betted medals from the number of credits stored in theRAM 43.

When determining in step S121 that medals have not been inserted, theCPU 41 returns the processing to step S120.

Further, when determining in step S121 that medals have been inserted,or when executing the processing of step S123, the CPU 41 determineswhether or not the start lever 6 has been operated (step S124). That is,the CPU 41 determines whether or not an input signal has been receivedfrom the start switch 6S.

When determining in step S124 that the start lever 6 has not beenoperated, the CPU 41 returns the processing to step S120. On the otherhand, when determining in step S124 that the start lever 6 has beenoperated, the CPU 41 performs processing in accordance with a variety ofsettings (step S125). In this variety-of-setting processing, randomnumbers from the random number generator 146 are sampled at a timing ofoperation of the start lever 6, and lottery processing of generatinginternal winning combination (winning flag) is conducted based upon thesampled random number value and the lottery probability table set in theRAM 43. Further, in this variety-of-setting processing, for example, WINlamp lightning lottery processing, processing in accordance withselection of the stop control table for stopping the rotational reels,processing of initialization for the reel rotation, and the like, areperformed, and rotation of the rotational reels 3 (3L, 3C, 3R) isstarted.

After the start of rotation of the rotational reels 3L, 3C, and 3R, thenumbers of drive pulses transmitted to the respective stepping motors59L, 59C, and 59R are counted, and the count values are stored in theRAM 43. A reset pulse is obtained from the rotational reels 3L, 3C, and3R in each rotation, and these pulses are inputted into the CPU 41through the reel position detection circuit 60. By the reset pulses asthus obtained, the count values of the drive pulses counted in the RAM43 are cleared to “0”. In this manner, the count values corresponding tothe rotational positions within the range of one rotation of therotational reels 3L, 3C, and 3R are stored in the RAM 43.

Further, in the symbol table stored in the ROM 42 for making therotational positions of the rotational reels 3L, 3C, and 3R correspondto symbols drawn on the outer peripheral surfaces of the rotationalreels, with the rotational positions where the foregoing reset pulse isgenerated as a reference, code numbers sequentially granted at a setrotational pitch of each of the rotational reels 3L, 3C, and 3R areassociated with symbol codes indicating symbols provided correspondingto the respective code numbers. Further, the winning symbol-combinationtable stored in the ROM 42 is referenced when the rotational reels 3L,3C, and 3R are stop-controlled and when winning is checked after thestop of all of the rotational reels.

After executing the processing of step S125, the CPU 41 shifts theprocessing to step S126.

In step S126, the CPU 41 sets an effect start command in the RAM 43.This effect start command is a command for starting display of aprescribed effect image to the liquid crystal display 5 and startingoutput of a prescribed voice from the speakers 21, and includes dataregarding the internal winning combination determined in the abovelottery processing. The effect start command is supplied to the subcontrol circuit 82 at a prescribed timing.

After executing the processing of step S126, the CPU 41 shifts theprocessing to step S128.

In step S128, the CPU 41 determines whether or not the stop buttons 7(7L, 7C, 7R) have been turned “ON” by the presence or absence of aninput signal from the reel stop signal circuit 56 (step S128). Whendetermining that the stop button 7 has not been turned “ON”, the CPU 41determines whether or not a value of the automatic stop timer is “0”(step S129). When determining that the value of the timer is not “0”,the CPU 41 returns the processing to step S128.

On the other hand, when determining in step S128 that the stop button 7has been turned “ON”, or when determining in step S129 that the value ofthe automatic stop timer is “0”, the CPU 41 stops rotation of therotational reel 3 corresponding to the stop button 7. At this time, thenumber of sliding frames is determined based upon a winning request(meaning an internal winning combination), symbol positions (rotationalpositions of the rotational reels 3 at the time of operation), a stopcontrol table selected, and the like (step S130).

Next, the CPU 41 performs processing of rotating and stopping therotational reels 3 by the number of sliding frames determined in stepS130 (step S131), and sets a stop request regarding one rotational reel3 (step S132).

Next, the CPU 41 determines whether or not all of the three rotationalreels 3 (3L, 3C, 3R) have stopped (step S135). When determining that allof the rotational reels 3 have not stopped, the CPU 41 returns theprocessing to step S128. On the other hand, when determining that all ofthe rotational reels 3 have stopped, the CPU 41 performs a winningsearch (step S136). At this time, the winning symbol-combination tablestored in the ROM 42 or the like is referenced. Further, the CPU 41 maydetermine whether or not the winning flag is normal, and may display anillegal error and discontinue the processing when determining that theflag is not normal.

Next, the CPU 41 sets an end effect command in the RAM (step S137). Thisend effect command is a command for displaying an effect image andoutputting a voice at the game ending time in accordance with a gameresult, and includes data regarding a result of the winning search instep S136. The end effect command is supplied to the sub control circuit82 at a prescribed timing.

Next, the CPU 41 determines whether or not medals will be paid out,namely, the presence or absence of the number of medals for winning(step S138).

When determining that medals will be paid out, the CPU 41 accumulates orpays out medals in number in accordance with the gaming state and thewinning combination (step S139). In the case of accumulating medals, theCPU 41 performs processing of addition to the number of credits storedin the RAM 43. On the other hand, in the case of paying out medals, theCPU 41 transmits a payout command signal to the hopper driving circuit51, to pay out a prescribed number of medals from the hopper 50. At thistime, the medal detecting portion 50S counts the number of medals paidout from the hopper 50, and when the count value reaches a designatednumber, a medal payout completion signal is inputted into the CPU 41. Bydoing so, the CPU 41 stops driving of the hopper 50 through the hopperdriving circuit 51 and completes the medal payout processing.

Next, the CPU 41 determines whether or not RB has been won (step S140).When determining that RB has been won, the CPU 41 performs processing inaccordance with setting of RB (step S141). In this step S141, the CPU 41performs processing in accordance with setting of a lottery probabilitytable for RB and a winning symbol-combination table for RB. Further, inthis step S141, the CPU 41 starts counting of the number of times ofwinning of RB games and the like, and starts processing of displayingthe count value to the number-of-actuated-combinations display portion20. After executing the processing of step S141, the CPU 41 shifts theprocessing to step S142.

In step S142, the CPU 41 sets an RB setting command in the RAM 43. TheRB setting command is a command for displaying the effect image for RB,as the screen image, to the liquid crystal display 5 and outputting avoice in accordance with RB from the speakers 21, and is supplied to thesub control circuit 82 at a prescribed timing.

When determining in step S140 that RB has not been won, or whenexecuting processing of step S142, the CPU 41 determines whether or notBB has been won (step S143). When determining that BB has been won, theCPU 41 performs processing in accordance with setting of BB (step S144).In this step S144, the CPU 41 performs processing in accordance withsetting of a lottery probability table for BB, a winningsymbol-combination table for BB, and the like. Further, in step S144,the CPU 41 starts counting of the number of times of BB games played orthe like, displaying the count value to thenumber-of-actuated-combinations display portion 20, counting the numberof paid-out medals, and the like. Thereafter, the CPU 41 shifts theprocessing to step S145.

In step S145, the CPU 41 sets a BB setting command in the RAM 43. The BBsetting command is a command for displaying the effect image for BB, asthe screen image, to the liquid crystal display 5 and outputting a voicein accordance with BB from the speakers 21, and is supplied to the subcontrol circuit 82 at a prescribed timing.

When determining in step S143 that BB has not been won, or whenexecuting the processing of step S145, the CPU 41 determines whether ornot RB has ended (step S146). When determining that RB has ended, theCPU 41 then performs processing in accordance with canceling of settingof RB (step S147). In step S147, the CPU 41 performs processing inaccordance with a change insetting from the lottery probability tablefor RB, the winning symbol-combination table for RB, and the like, whichhave been set in step S141, to the lottery probability table for use ina normal gaming state (other than RB or BB). Thereafter, the CPU 41shifts the processing to step S148.

In step S148, the CPU 41 sets an RB cancel command in the RAM 43. The RBcancel command is supplied to the sub control circuit 82 at a prescribedtiming.

When not determining in step S146 that RB has ended, or when executingthe processing of step S148, the CPU 41 determines whether or not BB hasended (step S149). When determining that BB has ended, the CPU 41 thenperforms processing in accordance with canceling of setting of BB (stepS150). In step S150, the CPU 41 performs processing in accordance with achange in setting from the lottery table for BB, the winningsymbol-combination table for BB, and the like, which have been set instep S144, to the lottery probability table for use in the normal gamingstate (other than RB or BB). Thereafter, the CPU 41 shifts theprocessing to step S151.

In step S151, the CPU 41 sets a BB cancel command in the RAM 43. The BBcancel command is supplied to the sub control circuit 82 at a prescribedtiming.

When determining in step S149 that RB has not ended, or when executingthe processing of step S151, the CPU 41 completes the presentsubroutine.

FIG. 9 is a flowchart showing a subroutine of sound recognitionprocessing performed in the sub control circuit.

First, in step S180, the sub CPU 206 receives output waveform datagenerated based upon an input sound inputted from the microphone 44,from the signal processing circuit 44 a.

Next, the sub CPU 206 references comparison waveform data stored in theprogram ROM 208 (step S181), and determines whether or not part of awaveform shown by the output waveform data includes a waveform identicalor similar to a specific waveform shown by the comparison waveform data(step S182). In the processing, the sub CPU 206 determines whether ornot the compared waveforms are identical or similar to each other basedupon a similarity obtained by a prescribed calculation formula.

When it is determined that part of the waveform shown by the outputwaveform data (the prescribed inaudible frequency band portion in thepresent embodiment) does not include a waveform identical or similar tothe specific waveform shown by the comparison waveform data (step S182:NO), the present subroutine is completed. On the other hand, when it isdetermined that part of the waveform shown by the output waveform dataincludes a waveform identical or similar to the specific waveform shownby the comparison waveform data (step S182: YES), the sub CPU 206 sets aspecific sound detection flag in step S183. After execution of theprocessing of step S183, the present subroutine is completed. It is tobe noted that the specific sound detection flag is a flag that indicatesdetection of the specific sound, and a flag that is cleared after thelapse of a prescribed period after setting.

FIG. 10 is a flowchart showing a subroutine of command receivingprocessing performed in the sub control circuit.

First, in step S200, the sub CPU 206 determines whether or not an effectstart command has been received. When determining that the effect startcommand has not been received, the sub CPU 206 shifts the processing tostep S210. On the other hand, when determining that the effect startcommand has been received, the sub CPU 206 shifts the processing to stepS201.

In step S201, the sub CPU 206 determines whether or not the BB flag hasbeen set. When determining that the BB flag has been set, the sub CPU206 selects the effect pattern data for BB (step S202). On the otherhand, when determining that the BB flag has not been set (step S201: NO)and the specific sound detection flag has been set (step S203: YES), thesub CPU 206 selects the specific effect pattern data (step S204).Further, when determining that the BB flag has not been set (step S201:NO) and the specific sound detection flag has not been set (step S203:NO), the sub CPU 206 selects the normal effect pattern data (step S205).

FIG. 11 is a view showing an example of effect pattern data extractiontables.

Each effect pattern data is corresponded to whether or not the BB flaghas been set and whether or not the specific sound detection flag hasbeen set. Namely, the normal effect pattern data is corresponded to thecase where the BB flag has not been set and the specific sound detectionflag has not been set; the specific effect pattern data is correspondedto the case where the BB flag has not been set and the specific sounddetection flag has been set; and the effect pattern data for BB iscorresponded to the case where the BB flag has been set.

Random numbers are allocated to these effect pattern data in accordancewith whether or not the BB flag has been set and whether or not thespecific sound detection flag has been set, and one effect pattern datais extracted by means of a random-number lottery. For example, when itis determined that the BB flag has not been set (step S201: NO) and thespecific sound detection flag has been set (step S203: YES), afterrandom numbers are allocated to a plurality of the specific effectpattern data, a random-number lottery is performed, to extract oneeffect pattern data (specific effect pattern data) (step S204).

After the processing of step S202, step S204 or step S205, the sub CPU206 supplies effect pattern data as data indicating the selected effectpattern to the display control circuit 250 and the voice control circuit230 (step S206). After executing the processing of step S206, the subCPU 206 shifts the processing to step S210.

In Step S210, the sub CPU 206 determines whether or not to have receivedan end effect command. When determining that the end effect command hasnot been received, the sub CPU 206 shifts the processing to step S220.On the other hand, when determining that the end effect command has beenreceived, the sub CPU 206 shifts the processing to step S211.

In step S211, the sub CPU 206 determines whether or not the BB flag hasbeen set. When determining that the BB flag has been set, the sub CPU206 selects end effect pattern data for BB (step S212). On the otherhand, when the BB flag has not been set (step S211: NO) and the specificsound detection flag has been set (step S213: YES), the sub CPU 206selects end specific effect pattern data (step S214). Further, when theBB flag has not been set (step S211: NO) and the specific sounddetection flag has not been set (step S213: NO), the sub CPU 206 selectsend normal effect pattern data (step S215).

After the processing of step S212, step S214 or step S215, the sub CPU206 supplies end effect pattern data as data indicating the selected endeffect pattern to the display control circuit 250 and the voice controlcircuit 230 (step S216). After executing the processing of step S216,the sub CPU 206 shifts the processing to step S220.

In step S220, the sub CPU 206 determines whether or not an RB settingcommand has been received. When determining that the RB setting commandhas not been received, the sub CPU 206 shifts the processing to stepS230. On the other hand, when determining that the RB setting commandhas been received, the sub CPU 206 sets an RB flag in step S221. Afterexecuting the processing of step S221, the sub CPU 206 shifts theprocessing to step S230. It is to be noted that the RB flag is a flagthat is set at the start of RB and cleared at the end of RB.

In step S230, the sub CPU 206 determines whether or not a BB settingcommand has been received. When determining that the BB setting commandhas not been received, the sub CPU 206 shifts the processing to stepS240. On the other hand, when determining that the BB setting commandhas been received, the sub CPU 206 sets a BB flag in step S231. Afterexecuting the processing of step S231, the sub CPU 206 shifts theprocessing to step S240. It is to be noted that the BB flag is a flagthat is set at the start of BB and cleared at the end of BB.

When determining in step S230 that the BB setting command has not beenreceived, or when executing the processing of step S231, the sub CPU 206determines whether or not an RB cancel command has been received (stepS240). When determining that the RB cancel command has been received,the sub CPU 206 clears the RB flag (step S241).

When determining in step S240 that the RB cancel command has not beenreceived, or when executing the processing of step S241, the sub CPU 206determines whether or not a BB cancel command has been received (stepS250). When determining that the BB cancel command has not beenreceived, the sub CPU 206 completes the present subroutine. On the otherhand, when determining that the BB cancel command has been received, thesub CPU 206 clears the BB flag (step S251), and completes the presentsubroutine.

FIG. 12 is a flowchart showing a subroutine of sound output controlprocessing performed in the voice control circuit.

The sound source IC 232 generates a sound corresponding to various datasupplied from the sub CPU 206.

When effect pattern data has not been supplied from the sub CPU 206(step S400: NO), the sound source IC 232 returns the processing to stepS400.

When effect pattern data (specific effect pattern data, normal effectpattern data or effect pattern data for BB) has been supplied from thesub CPU 206 (step S400: YES), when the effect pattern data is the effectpattern data for BB (step S401: YES), and when the effect pattern datafor BB is not the end effect pattern data for BB (step S402: NO), thesound source IC 232 extracts sound data including specific data (stepS403).

Further, when effect pattern data has been supplied from the sub CPU 206(step S400: YES), when the effect pattern data is the effect patterndata for BB (step S401: YES), and when the effect pattern data for BB isthe end effect pattern data for BB (step S402: YES), the sound source IC232 extracts sound data for the ending time which includes specific data(step S404).

Moreover, when effect pattern data has been supplied from the sub CPU206 (step S400: YES), when the effect pattern data is not the effectpattern data for BB (step S401: NO), and when the effect pattern data(specific effect pattern data or normal effect pattern data) is not theend effect pattern data (step S405: NO), the sound source IC 232extracts sound data not including specific data (step S406).

Furthermore, when effect pattern data has been supplied from the sub CPU206 (step S400: YES), when the effect pattern data is not the effectpattern data for BB (step S401: NO), and when the effect pattern data isthe end effect pattern data (step S405: YES), the sound source IC 232extracts sound data for the ending time which does not include specificdata (step S407).

After executing the processing of step S403, step S404, step S406 orstep S407, the sound source IC 232 outputs a voice to the speaker 21 ateach prescribed timing (e.g. every 1/30 of a second) based upon theextracted sound data (step S408).

Subsequently, when the effect has not ended (step S409: NO), the soundsource IC 232 returns the processing to step S400. On the other hand,when the effect has ended (step S409: YES), the sound source IC 232clears the pattern data (step S410), and returns the processing to stepS400.

In the present embodiment, the case was described where the sound dataextracted based upon effect pattern data is one data, and the firsteffect pattern data includes sound data including specific data.However, in the present invention, sound data extracted based uponeffect pattern data may be a plurality of pieces of data. For example,sound data extracted based upon effect pattern data may be a pluralityof pieces of data including game sound data in accordance with a gamestate and constant output sound data indicating a sound that isconstantly and repeatedly outputted irrespective of the game state. Inthis case, the constant output sound data may be configured by constantoutput sound data including specific data and constant output sound datanot including specific data, and either constant output sound data maybe extracted depending upon whether or not the effect pattern data isthe first effect pattern data or the second effect pattern data.

FIG. 13 is a flowchart showing a subroutine of display controlprocessing performed in the display control circuit.

The VDP 212 generates screen images corresponding to a variety of datasupplied from the sub CPU 206.

When having not been supplied with effect pattern data (specific effectpattern data, normal effect pattern data, or effect pattern data for BB)from the sub CPU 206 (step S300: NO), the VDP 212 extracts ademonstration image from the image data ROM 216 and stores the image inthe buffer (step S301).

When the VDP 212 has been supplied with effect pattern data from the subCPU 206 (step S300: YES) and the effect pattern data is not specificeffect pattern data (step S302: NO), the VDP 212 shifts the processingto step S303.

When having not been supplied with end effect pattern data in step S303(step S303: NO), the sub CPU 206 extracts a normal effect image or aneffect image for BB from the image data ROM 216 and stores the image inthe buffer (step S304). On the other hand, when having been suppliedwith end effect pattern data (step S303: YES), the sub CPU 206 extractsa normal effect image or an effect image for BB for the ending time fromthe image data ROM 216 and stores the image in the buffer (step S305).

When having been supplied with effect pattern data from the sub CPU 206(step S300: YES) and the effect pattern data is specific effect patterndata (step S302: YES), the VDP 212 shifts the processing to step S306.

When having not been supplied with end effect pattern data in step S306(step S306: NO), the sub CPU 206 extracts a specific effect image fromthe image data ROM 216 and stores the image in the buffer (step S307).On the other hand, when end effect pattern data is supplied (step S306:YES), a specific effect image for the ending time is extracted from theimage data ROM 216 and the image is stored in the buffer (step S308).

After executing the processing of step S301, S304, S305, S307, or S308,the VDP 212 outputs the screen image to the liquid crystal display 5 ateach prescribed timing (e.g. every 1/30 of a second) (step S309).

Thereafter, when the effect has not ended (step S310: NO), the VDP 212returns the processing to step S300. On the other hand, when the effecthas ended (step S310: YES), the VDP 212 clears the pattern data (stepS311) and returns the processing to step S300.

As thus described, according to the pachislo gaming apparatus 1 of thepresent embodiment, an effect is executed based upon first effectpattern data not including specific data indicating a specific soundthat triggers another pachislo gaming apparatus 1 to execute a specificeffect (normal effect pattern data or effect pattern data for BB), andas triggered by generation of BB, second effect pattern data includingthe specific data indicating the specific sound (end effect pattern datafor BB) is extracted, and a sound based upon the specific data includedin the extracted second effect pattern data is outputted from thespeaker 21. When the sound outputted from the speaker 21 is inputtedinto another pachislo gaming apparatus 1 having the microphone 44, inthe pachislo gaming apparatus 1, it is determined that the soundincludes the specific sound, and a specific effect is executed. Sincethe sound outputted from the speaker 21 spreads therearound, a specificeffect is executed in other pachislo gaming apparatuses 1 installedaround the pachislo gaming apparatus 1 having generated BB.

As thus described, according to the above-mentioned pachislo gamingapparatus 1, it is possible to produce a completely new effect where,when BB is generated in one pachislo gaming apparatus 1, other pachislogaming apparatuses 1 around the one pachislo gaming apparatus 1 producean effect as if they resonate. The effect involving other players in agame parlor enhances vibrancy in the entire game parlor and alsoenhances expectation of a player who has not yet hit a jackpot.

Further, since the prescribed effect is executed in another pachislogaming apparatus 1, the player playing a game on the pachislo gamingapparatus 1 that has generated BB can feel a sense of superiority.Moreover, when a sound including the specific sound therein isoutputted, another pachislo gaming apparatus 1 having the microphone 44collects the sound, and it is thus unnecessary to perform a wiringoperation such as connection between the pachislo gaming apparatuses 1or between the pachislo gaming apparatuses 1 and a management device. Asthus described, since it is configured so as to execute an effectthrough sounds, the cost and time taken for investment in facilities canbe reduced.

Further, according to the pachislo gaming apparatus 1, it is directlydetermined whether or not the specific sound is included, therebyallowing prevention of malfunction.

Moreover, according to the pachislo gaming apparatus 1, since the secondsound data is data including specific data showing a waveform of aspecific inaudible sound, it is possible to execute the effect withoutmaking the player aware of a change in sound outputted from the pachislogaming apparatus 1.

Further, first effect pattern data not including specific data (normaleffect pattern data or specific effect pattern data) and second effectpattern data including specific data showing a specific waveformcorresponding to identification data (end effect pattern data for BB)are stored. Therefore, when a sound based upon the specific dataoutputted from the speaker 21 is inputted into another pachislo gamingapparatus 1 having the microphone 44, it is possible in another pachislogaming apparatus 1 to recognize from which pachislo gaming apparatus 1the sound was outputted.

Moreover, according to the pachislo gaming apparatus 1, since theinterface 92 for data input for inputting identification data isprovided, it is possible to easily input or change the identificationdata.

In the present embodiment, the case was described where specific data isdata showing a waveform of an inaudible sound. However, in the presentinvention, the specific data may be data showing a waveform obtained byamplifying by a prescribed amount an amplitude in a specific frequencyband of a waveform shown by sound data not including the specific data.

In this case, since an audible sound is used, it is possible to executethe effect even with the use of a speaker having a narrow outputtablefrequency band.

FIG. 14 is a view for explaining sound data which is extracted when theeffect pattern data for BB is supplied, and a view showing anotherexample of waveforms shown by sound data including specific data.

The waveform shown in FIG. 14 is a waveform with its amplitude in afrequency band in the vicinity of an audible frequency f2 amplified byfour times, in place of the waveform W indicating the inaudible soundshown in FIG. 7. Data showing a waveform in the vicinity of thefrequency f2 corresponds to the specific data in this case.

In the present embodiment, the case was described where specific data isdata showing a waveform of an inaudible sound. However, in the presentinvention, the specific data may be data indicating a specific voice. Inthe case of forming such a configuration, it is possible to execute aneffect through the use of a voice having a complicated waveform.

In the present embodiment, the case has been described where theexternal device is the pachislo gaming apparatus 1. However, the presentinvention is not limited thereto, and for example, it may be configuredsuch that a sound outputted from the speaker of the gaming machine iscollected by equipment having a microphone therein in the game parlor.In such a case, it is possible in the equipment to execute an effect ofplaying prescribed music or a voice in the parlor, an effect of applyinga spotlight in a direction toward the gaming machine that has emittedthe sound, and the like.

In the present embodiment, the case has been described where a soundincluding a specific sound therein is outputted as triggered bygeneration of BB. However, in the present invention, the prescribedcondition is not limited to this case. The prescribed condition may bethat: the number of payouts of game media or a difference in number ofgame media has reached a prescribed number; prescribed time has come; aprescribed period has elapsed from start of a game or from execution ofthe last game; or the like.

Next, the case of applying the present invention to a slot machine isdescribed as a second embodiment.

Second Embodiment

FIG. 15 is a perspective view schematically showing a slot machineaccording to the second embodiment of the present invention.

The slot machine 1010 includes a cabinet 1011, a top box 1012 installedon the upper side of the cabinet 1011, and a main door 1013 provided atthe front face of the cabinet 1011. The slot machine 1010 corresponds tothe gaming machine of the present invention.

A lower image display panel 1016 is provided at the front of the maindoor. The lower image display panel 1016 is provided with a liquidcrystal panel and displays fifteen display blocks 1028 made up of fivecolumns and three rows. One symbol is to be arranged in each of thedisplay blocks 1028.

Further, on the lower image display panel 1016, one winning line L isformed horizontally across the five display blocks 1028 displayed in themiddle of the respective columns. The winning line L defines acombination of symbols.

Moreover, a number-of-credits display portion 1031 and anumber-of-payouts display portion 1032 are set in the lower imagedisplay panel 1016. In the number-of-credits display portion 1031, thenumber of credited coins is displayed by an image. In thenumber-of-payouts display portion 1032, the number of coins to be paidout in the case of the symbol combination arranged along the winningline L being a prescribed combination is displayed by an image. Further,a microphone 1544 is provided on the right and left of the front of thelower image display panel 1016.

Under the lower image display panel 1016 are provided a control panel1020 including a plurality of buttons 1023 to 1027 with which commandsrelating to game progressions are inputted by the player, a coinreceiving slot 1021 through which coins are accepted into the cabinet1011, and a bill validator 1022.

The control panel 1020 is provided with a spin button 1023, a changebutton 1024, a cash-out button 1025, a 1-BET button 1026, and a maximumBET button 1027. The spin button 1023 is used for inputting a command tostart scroll of symbols. The change button 1024 is used in making arequest of an attendant of a gaming facility for money exchange. Thecash-out button 1025 is used for inputting a command to pay out creditedcoins to a coin tray 1018.

The 1-BET button 1026 is used for inputting a command to bet one coin ina game, out of credited coins. The maximum BET button 1027 is used forinputting a command to bet the maximum number of coins that can be betin one game (50 coins in the present embodiment).

The bill validator 1022 verifies whether or not a bill is proper andaccepts a regular bill into the cabinet 1011. It is to be noted that thebill validator 1022 may be configured so as to read a later-describedticket 1039 with a barcode. Belly glass 1034 having a character of theslot machine 1010 or the like drawn thereon is provided on the lowerfront of the main door 1013, namely, under the control panel 1020.

An upper image display panel 1033 is provided at the front face of thetop box 1012. The upper image display panel 1033 is provided with aliquid crystal panel, and for example, displays an image representingintroduction of game contents and explanation of a game rule.

Further, the top box 1012 is provided with a speaker 1029. Under theupper image display panel 1033 are provided a ticket printer 1035, acard reader 1036, a data display 1037, and a key pad 1038. The ticketprinter 1035 prints a barcode on a ticket as coded data of the number ofcredits, a date, an identification number of the slot machine 1010, andthe like, and outputs the ticket as the ticket 1039 with a barcode. Theplayer can make another slot machine read the ticket 1039 with a barcodeto play a game thereon, or can exchange the ticket 1039 with a barcodewith a bill or the like at a prescribed place in the gaming facility(e.g. a cashier in a casino).

The card reader 1036 reads data from a smart card and writes data intothe smart card. The smart card is a card owned by the player, and forexample stores data for identifying the player and data regarding ahistory of games played by the player. The smart card may store datacorresponding to coins, bills or credits. Further, a magnetic stripecard may be adopted in place of the smart card. The data display 1037 iscomprised of a fluorescent display and the like, and for example,displays data read by the card reader 1036 and data inputted by theplayer through the key pad 1038. The key pad 1038 is for inputting acommand and data regarding ticket issuance and the like.

FIG. 16 is a diagram showing symbols and code numbers of the respectivesymbols.

As shown in FIG. 16, to the respective display blocks 1028, arrays of atotal of 22 symbols consisting of code numbers “00” to “21” arescrolled. Each of the symbol arrays is made up of a combination of“JACKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE”,and “APPLE”.

When five symbols of “JACKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”,“STRAWBERRY”, “PLUM”, “ORANGE”, or “APPLE” are rearranged along thewinning line L, coins in a previously set number is paid out (cf. FIG.22).

When the spin button 1023 is pressed down after pressing-down of the1-BET button 1026 or the maximum BET button 1027, to start a game,symbols are scrolled downwardly. After the lapse of a prescribed time,symbols are rearranged. When a prize is won at this time, payout ofcoins in previously set number can be received (cf. FIG. 22).

FIG. 17 is a block diagram showing an internal configuration of the slotmachine shown in FIG. 15.

A gaming board 1050 is provided with: a CPU (Central Processing Unit)1051, a ROM 1055, and a boot ROM 1052, which are mutually connectedthrough an internal bus; a card slot 1053S corresponding to a memorycard 1053; and an IC socket 1054S corresponding to a GAL (Generic ArrayLogic) 1054.

The memory card 1053 is comprised of a nonvolatile memory such asCompactFlash (registered trademark) and stores a game program. The gameprogram includes a symbol determination program. The symboldetermination program is a program for determining symbols (code No.corresponding to symbols) to be arranged along the winning line L.

Further, the card slot 1053S is configured so that the memory card 1053can be inserted thereinto and removed therefrom, and is connected to amother board 1040 through an IDE bus. Therefore, it is possible tochange the type and contents of a game played on the slot machine 1010by removing the memory card 1053 from the card slot 1053S, writinganother game program into the memory card 1053, and inserting the memorycard 1053 into the card slot 1053S. The game program includes a programrelating to game progressions. Further, the game program includes imagedata and sound data to be outputted during the game.

The CPU 1051, the ROM 1055 and the boot ROM 1052, which are mutuallyconnected through the internal bus, are connected to the mother board1040 through a PCI bus. The PCI bus transmits a signal between themother board 1040 and the gaming board 1050 and supplies power from themother board 1040 to the gaming board 1050.

The mother board 1040 is configured using a commercially availablegeneral-purpose mother board (print wiring board mounted withfundamental components of a personal computer), and includes a main CPU1041, a ROM (Read Only Memory) 1042, a RAM (Random Access Memory) 1043,and a communication interface 1044 (not shown). The mother board 1040corresponds to the controller in the present invention.

The ROM 1042 is comprised of a memory device such as a flash memory, andstores a program such as a BIOS (Basic Input/Output System) executed bythe main CPU 1041 and permanent data. When the BIOS is executed by themain CPU 1041, processing of initializing prescribed peripheral devicesis performed concurrently with start of processing of downloading thegame program stored in the memory card 1053 through the gaming board1050. It should be noted that in the present invention, the ROM 1042 mayor may not be a ROM with its contents rewritable.

The RAM 1043 stores data and a program to be used in operation of themain CPU 1041. Further, the RAM 1043 is capable of storing a gameprogram.

Further, the RAM 1043 stores the number of credits, data on the numberof inserted coins and the number of payouts in one game, and the like.

Moreover, the mother board 1040 is connected with a later-described bodyPCB (Printed Circuit Board) 1060 and a door PCB 1080, through respectiveUSBs. Further, the mother board 1040 is connected with a power supplyunit 1045.

The body PCB 1060 and the door PCB 1080 are connected with an instrumentand a device that generate an input signal to be inputted into the mainCPU 1041, and an instrument and a device operations of which arecontrolled by a control signal outputted from the main CPU 1041. Themain CPU 1041 executes the game program stored in the RAM 1043 basedupon an input signal inputted into the main CPU 1041, to performprescribed arithmetic processing and store its result into the RAM 1043or to transmit a control signal to each instrument and device asprocessing of controlling each instrument and device.

The body PCB 1060 is connected with a lamp 1030, a hopper 1066, a coindetecting portion 1067, a graphic board 1068, the speaker 1029, a touchpanel 1069, the bill validator 1022, the ticket printer 1035, the cardreader 1036, a key switch 1038S, and the data display 1037. The lamp1030 is lighted in a prescribed pattern based upon a control signaloutputted from the main CPU 1041.

Further, the body PCB 1060 is connected, through a signal processingcircuit 1544 a, with the microphone 1544 that converts an input soundfrom the outside into a sound signal and outputs the signal. The signalprocessing circuit 1544 a is a circuit which includes a variety ofcircuits such as an AGC circuit and an A/D conversion circuit andperforms a variety of processing for converting a sound signal outputtedfrom the microphone 1544 into output waveform data. The AGC circuitautomatically controls an amplification factor of an amplifier providedinside thereof so as to obtain a fixed output even when a magnitude ofan input sound signal fluctuates.

Moreover, the body PCB 1060 is connected with an interface 1092 for datainput for inputting identification data of the slot machine 1010.Identification data inputted from the interface 1092 for data input isstored in the RAM 1043. The RAM 1043 corresponds to the second memory inthe present invention.

The hopper 1066 is installed inside the cabinet 1011 and pays out aprescribed number of coins from a coin payout exit 1019 to the coin tray1018, based upon the control signal outputted from the main CPU 1041.The coin detecting portion 1067 is provided inside the coin payout exit1019 and outputs an input signal to the main CPU 1041 in the case ofdetecting payout of the prescribed number of coins from the coin payoutexit 1019.

The graphic board 1068 controls image display on the upper image displaypanel 1033 and the lower image display panel 1016, based upon thecontrol signal outputted from the main CPU 1041.

An image corresponding to effect pattern data is displayed to the lowerimage display panel 1016. Scrolled or rearranged symbols are displayedto the respective display blocks 1028 of the lower image display panel1016. The number of credits stored in the RAM 1043 is displayed in thenumber-of-credits display portion 1031 of the lower image display panel1016. Further, the number of payouts of coins is displayed in thenumber-of-payouts display portion 31 of the lower image display panel1016.

The graphic board 1068 has a VDP (Video Display Processor) thatgenerates image data based upon the control signal outputted from themain CPU 1041, a video RAM that temporarily stores image data generatedby the VDP, and the like.

Image data used in generation of image data by the VDP is included inthe game program that has been read from the memory card 1053 and storedinto the RAM 1043.

The RAM 1043 stores a plurality of kinds of effect pattern datacorresponding to screen images displayed on the upper-side image displaypanel 1033 and sounds outputted from the speaker 1029.

The effect pattern data is classified into first effect pattern datawhich is extracted during the time of the normal game (other than thetime of the bonus game) and second effect pattern data which isextracted during the time of the bonus game. Examples of the effectpattern data (first effect pattern data and second effect pattern data)may include background image data that constitutes a background image,character image data that represents a character, and sound data such asmusic.

The first effect pattern data is classified into normal effect patterndata and specific effect pattern data. The normal effect pattern data iseffect pattern data which is extracted when a specific sound is notdetected. The specific effect pattern data is effect pattern data whichis extracted when a specific sound is detected. The specific effectpattern data is effect pattern data relating to an image displayed onlywhen the specific sound is inputted from the microphone 1544 (e.g. thefireworks image 1093 a and the notification image 1093 b shown in FIG.20).

Further, the second effect pattern data includes sound data thatincludes specific data indicating a specific sound. A plurality of thesecond effect pattern data are stored, and when the bonus game isgenerated, the second effect pattern data corresponding toidentification data inputted from the interface 1092 for data input isselected. The RAM 1043 corresponds to the first memory in the presentinvention. It should be noted that the case is described in the presentembodiment where the specific data is data showing a waveform of aspecific inaudible sound.

Moreover, the RAM 1043 stores comparison waveform data as an object tobe compared with a waveform shown by a sound signal outputted from themicrophone 1544.

The bill validator 1022 verifies whether or not a bill is proper andaccepts a regular bill into the cabinet 1011. Upon acceptance of theregular bill, the bill validator 1022 outputs an input signal to themain CPU 1041, based upon an amount of the bill. The main CPU 1041stores the number of credits in accordance with the bill amounttransmitted by the input signal into the RAM 1043.

The ticket printer 1035 prints on a ticket a barcode formed by encodingdata such as the number of credits stored in the RAM 1043, a date, andan identification number of the slot machine 1010, based upon thecontrol signal outputted from the main CPU 1041, and outputs the ticketas the ticket 1039 with a barcode.

The card reader 1036 reads data from a smart card and transmits the readdata to the main CPU 1041, or writes data into the smart card based uponthe control signal from the main CPU 1041. The key switch 1038S isprovided on the key pad 1038 and outputs a prescribed input signal tothe main CPU 1041 when the key pad 1038 is operated by the player. Thedata display 1037 displays data read by the card reader 1036 and datainputted by the player through the key pad 1038, based upon the controlsignal outputted from the main CPU 1041.

The door PCB 1080 is connected with a control panel 1020, a reverter1021S, a coin counter 1021C, and a cold cathode tube 1081. The controlpanel 1020 is provided with a spin switch 1023S corresponding to thespin button 1023, a change switch 1024S corresponding to the changebutton 1024, a CASHOUT switch 1025S corresponding to the CASHOUT button1025, a 1-BET switch 1026S corresponding to the 1-BET button 1026, and amaximum BET switch 1027S corresponding to the maximum BET button 1027.The switches 10235 to 1027S output input signals to the main CPU 1041when the respective corresponding buttons 1023 to 1027 are operated bythe player.

The coin counter 1021C is provided inside the coin receiving slot 1021,and identifies whether or not coins inserted into the coin receivingslot 1021 by the player are proper. A coin other than a regular coin isdischarged from the coin payout exit 1019. Further, the coin counter1021C outputs an input signal to the main CPU 1041 when detecting theregular coin.

The reverter 1021S operates based upon the control signal outputted fromthe main CPU 1041 and distributes a coin recognized as the regular coinby the coin counter 1021C into a cash box (not shown) installed insidethe slot machine 1010 or into the hopper 1066. That is, when the hopper1066 is filled with coins, the regular coin is distributed into the cashbox by the reverter 1021S. On the other hand, when the hopper 1066 isnot filled with coins, the regular coin is distributed into the hopper1066. The cold cathode tube 1081 functions as a backlight installed onthe rear surface side of the lower image display panel 1016 and theupper image display panel 1033, and is lighted based upon the controlsignal outputted from the main CPU 1041.

Next, processing performed in the slot machine 1010 is described.

The main CPU 1041 reads and executes a game program so as to proceedwith a game.

FIG. 18 is a flowchart showing a subroutine of sound recognitionprocessing.

First, in step S500, the main CPU 1041 receives output waveform data,generated based upon an input sound inputted from the microphone 1544,from the signal processing circuit 1544 a.

Next, the main CPU 1041 references comparison waveform data stored inthe RAM 1043 (step S501) and determines whether or not part of awaveform shown by the output waveform data includes a waveform identicalor similar to a specific waveform shown by the comparison waveform data(step S502). In the processing, the main CPU 1041 determines whether ornot the waveforms are identical or similar to each other, based upon asimilarity obtained by a prescribed calculation formula.

When it is determined that part of the waveform shown by the outputwaveform data (the prescribed inaudible frequency band portion in thepresent embodiment) does not include a waveform identical or similar tothe specific waveform shown by the comparison waveform data (step S502:NO), the present subroutine is completed. On the other hand, when it isdetermined that part of the waveform shown by the output waveform dataincludes a waveform identical or similar to the specific waveform shownby the comparison waveform data (step 5502: YES), the main CPU 1041 setsa specific sound detection flag in step S503. After execution of theprocessing of step S503, the present subroutine is completed. It is tobe noted that the specific sound detection flag is a flag that indicatesdetection of a specific sound, and a flag that is cleared after thelapse of a prescribed period after the setting.

FIG. 19 is a flowchart showing a subroutine of game executionprocessing.

In the game execution processing, first, the main CPU 1041 determineswhether or not coins have been betted (step S1010). In the processing,the main CPU 1041 determines whether or not to have received an inputsignal which is outputted from the 1-BET switch 1026S when the 1-BETbutton 1026 is operated or an input signal which is outputted from themaximum BET switch 1027S when the maximum BET button 1027 is operated.When determining that coins have not been betted, the main CPU 1041returns the processing to step S1010.

On the other hand, when determining in step S1010 that coins have beenbetted, the main CPU 1041 performs processing of subtraction from thenumber of credits stored in the RAM 1043 in accordance with the numberof betted coins (step S1011). It is to be noted that, when the number ofbetted coins is larger than the number of credits stored in the RAM1043, the main CPU 1041 returns the processing to step S1010 withoutperforming the processing of subtraction from the number of creditsstored in the RAM 1043. Moreover, when the number of betted coinsexceeds an upper limit value of a bet in one game (50 in the presentembodiment), the main CPU 1041 advances the processing to step S1012without performing the processing of subtraction from the number ofcredits stored in the RAM 1043.

Next, in step S1012, the main CPU 1041 determines whether or not thespin button 1023 has been turned on. In the processing, the main CPU1041 determines whether or not to have received an input signal which isoutputted from the spin switch 1023S when the spin button 1023 ispressed down.

When determining that the spin button 1023 has not been turned on, themain CPU 1041 returns the processing to step S1010. It is to be notedthat, when the spin button 1023 is not turned on (e.g. when a commandindicating to end the game is inputted without turning-on of the spinbutton 1023), the main CPU 1041 cancels the subtraction result in stepS1011.

When determining in step S1012 that the spin button 1023 has been turnedon, the main CPU 1041 determines whether or not the specific sounddetection flag has been set in step S1013. When determining that thespecific sound detection flag has been set, the main CPU 1041 selects aspecific effect pattern from the first effect pattern data (step S1014).On the other hand, when determining that the specific sound detectionflag has not been set, the main CPU 1041 selects a normal effect patternfrom the first effect pattern data (step S1015).

When the specific effect pattern is selected, an image shown in FIG. 20is displayed to the lower image display panel 1016.

FIG. 20 is a view showing an example of images displayed to the lowerimage display panel 1016.

To the lower image display panel 1016, a specific effect image 1093,which includes fireworks images 1093 a and a notification image 1093 bnotifying generation of a bonus game on another slot machine 1010, isdisplayed. This image is an image displayed when it is determined thatinput of the specific sound is made from the microphone 1544. In a gameparlor installed with a plurality of slot machines 1010, when thespecific sound is outputted from a single slot machine 1010, a specificeffect image is displayed simultaneously to the other slot machines 1010installed within a prescribed range from the single slot machine 1010.

After the processing of step S1014 or step S1015, the main CPU 1041performs symbol determination processing (step S1016). In this symboldetermination processing, the main CPU 1041 executes a symboldetermination program stored in the RAM 1043, to determine code Nos. atthe stop of symbols. The processing is detailed later with reference toFIG. 21, FIG. 22.

Next, in step S1017, the main CPU 1041 performs scroll-display controlprocessing. The processing is processing of controlling display ofsymbols so as to rearrange the symbols determined in step S1016 afterthe start of symbol scroll.

Next, the main CPU 1041 determines whether or not a bonus game triggerhas been established, namely, “APPLE” has been stop-displayed in thedisplay block 1028 in the middle of each column (step S1018). Whendetermining that the bonus trigger has been established, the main CPU1041 reads a program for playing a bonus game from the RAM 1043 andexecutes bonus game processing (step S1019). As for the bonus gameprocessing, FIG. 23 is described in detail later.

On the other hand, when determining that the bonus game trigger has notbeen established, the main CPU 1041 determines whether or not a prizehas been established (step S1020). When determining that the prize hasbeen established, the main CPU 1041 pays out coins in numbercorresponding to the number of inserted coins and the prize (step S1021)and completes the present subroutine. On the other hand, whendetermining that the prize has not been established, the presentsubroutine is completed.

FIG. 21 is a flowchart showing a subroutine of symbol determinationprocessing. The processing is processing performed by execution of thesymbol determination program stored in the RAM 1043, by the main CPU1041.

First, the main CPU 1041 executes a random number generation programincluded in the symbol determination program, to select a random numbervalue corresponding to each of the symbol arrays, out of the numericvalues within the range of 0 to 255 (step S1031). In the presentembodiment, the case of generating random numbers in the program (thecase of using so-called software random numbers) is described. However,in the present invention, a random number generator may be previouslyprovided, and random numbers may be extracted from the random numbergenerator (so-called hardware random numbers may be used).

Next, based upon the selected five random number values, the main CPU1041 determines a code No. of each symbol array (cf. FIG. 16) (stepS1032). The code No. of each symbol array corresponds to the code No. ofa symbol to be stop-displayed along the winning line L. The main CPU1041 determines a prize by determining the code No. of each symbolarray. For example, when the main CPU 1041 determines the code Nos. ofthe symbols to be “00”, “00”, “00”, “00”, and “00”, it means that themain CPU 1041 determines the prize to be “JACKPOT 7”.

Here, prizes in the present embodiment are described.

FIG. 22 is a diagram showing the relation between prizes and the numbersof payouts.

When five symbols of “APPLE” are arranged along the winning line L, thebonus game is generated. In the bonus game, free games in number set byselection of a random number are executed.

Further, when five symbols of “JACKPOT 7” are arranged along the winningline L, thirty coins are paid out per inserted coin. Similarly, whenfive symbols of “BLUE 7”, “BELL”, “STRAWBERRY”, “PLUM”, “CHERRY”, or“ORANGE” are arranged along the winning line L, coins are paid out innumber corresponding to each of the prizes.

FIG. 23 is a flowchart showing a subroutine of the bonus gameprocessing.

First, the main CPU 1041 determines the number of games out of 10 to 25by acquiring a random number value (step S1060). The main CPU 1041stores as data the determined number of games of the bonus game, in theRAM 1043.

Next, in step S1061, the main CPU 1041 selects second effect patterndata. Consequently, the main CPU 1041 outputs a voice to the speaker1029 at each prescribed timing (e.g. every 1/30 of a second) based uponthe second effect pattern data. The second effect pattern data includessound data including specific data indicating a specific sound. It is tobe noted that, since the sound data including the specific data hasalready been described using FIG. 7, its description is omitted here.

Next, the main CPU 1041 performs symbol determination processing (stepS1066). The processing of step S1066 is substantially the same as theprocessing described with reference to FIG. 19. Since the processing hasalready been described, description thereof is omitted here.

Next, the main CPU 1041 performs scroll-display control processing (stepS1067). The processing of step S1067 is substantially the same as theprocessing described with reference to FIG. 19. Since the processing hasalready been described, description thereof is omitted here.

Next, the main CPU 1041 determines whether or not a bonus game triggerhas been established, namely, whether or not “APPLE” has beenstop-displayed (step S1068). When determining that the bonus gametrigger has been established, the main CPU 1041 newly determines arepeating number t of bonus games is newly determined (step S1069), andthe determined repeating number t is added to the number T of games ofthe current bonus games (step S1070). In this manner, when a bonus gameis won during the bonus game, the remaining number of bonus gamesincreases. Specifically speaking, for example, in the case where thegame is shifted to 20 bonus games for the first time and 17 bonus gamesare won in the 12th bonus game, 25 (=20−12+17) bonus games will beplayed thereafter.

When a bonus game trigger is not established, the main CPU 1041determines whether or not a prize has been established (step S1071).When determining that a prize has been established, the main CPU 1041pays out coins corresponding to the number of inserted coins and theprize (step S1072).

When executing the processing of step S1070 or step S1071, or whendetermining in step S1072 that any prize has not been established(determining that the game is lost), the main CPU 61 reads the number Tof games of the bonus games stored in the RAM 1043, and subtracts onefrom the read value of the number T of games. Then, the main CPU 1041stores in the RAM 1043 the number T of games after the subtraction again(step S1073).

Next, the main CPU 1041 determines whether or not the number T of bonusgames has reached the number determined in step S1060 (step S1074).Specifically, the main CPU 1041 determines whether or not the number Tof games stored in the RAM 1043 has become zero, and when determiningthat the number T of games is not zero, namely, the number of bonusgames executed has not reached the number determined in step S1060, themain CPU 1041 returns the processing to step S1061 and repeats theforegoing processing. On the other hand, when determining that thenumber T of games is zero, namely, the number of bonus games executedhas reached the number determined in step S1060, the main CPU 1041completes the present subroutine.

As thus described, according to the slot machine 1010 of the secondembodiment, an effect is executed based upon the first effect patterndata (normal effect pattern data or specific effect pattern data) notincluding the specific data indicating the specific sound that triggersanother slot machine 1010 to execute a specific effect, and as triggeredby generation of the bonus game, second effect pattern data includingthe specific data indicating the specific sound is extracted, and asound based upon the specific data included in the extracted secondeffect pattern data is outputted from the speaker 1029. When the soundoutputted from the speaker 1029 is inputted into another slot machine1010 having the microphone 1544, in the another slot machine 1010, it isdetermined that the sound includes the specific sound, and a specificeffect is executed. Since the sound outputted from the speaker 1029spreads therearound, the specific effect is executed in other slotmachines 1010 installed around the slot machine 1010 having generatedthe bonus game.

As thus described, according to the slot machine 1010, it is possible,when the bonus game is generated in one slot machine 1010, to produce acompletely new effect where other slot machines 1010 around the one slotmachine produce an effect as if they resonate. The effect involvingother players in a game parlor enhances vibrancy in the entire gameparlor and also enhances expectation of a player who has not yet hit ajackpot.

Further, since the prescribed effect is executed in another slot machine1010, a player playing a game on the slot machine 1010 that hasgenerated a bonus game can feel a sense of superiority. Moreover, when asound including the specific sound therein is outputted, another slotmachine 1010 having the microphone 1544 collects the sound, and it isthus unnecessary to perform a wiring operation such as connectionbetween the slot machines 1010 or between the slot machines 1010 and amanagement device. As thus described, since it is configured so as toexecute an effect through sounds, the cost and time taken for investmentin facilities can be reduced.

Further, according to the slot machine 1010, it is directly determinedfrom the waveform whether or not the specific sound is included, therebyallowing prevention of malfunction.

Further, according to the slot machine 1010, since the second sound datais data including specific data that shows a waveform of a specificinaudible sound, it is possible to execute an effect without making theplayer aware of a change in sound outputted from the slot machine 1010.

Further, according to the slot machine 1010, the first effect patterndata not including the specific data and the second effect pattern dataincluding the specific data showing a specific waveform corresponding toidentification data are stored. Therefore, when a sound based upon thespecific data outputted from the speaker 1029 is inputted into anotherslot machine 1010 having the microphone 1544, it is possible in theanother slot machine 1010 to recognize from which slot machine 1010 thesound was outputted.

Moreover, according to the slot machine 1010, since the interface 1092for data input for inputting identification data is provided, it ispossible to easily input or change the identification data.

In the foregoing embodiments, the cases of applying the presentinvention to a pachislo gaming apparatus and a slot machine have beendescribed. However, the present invention is also applicable to anothergaming machine (e.g. pachinko gaming apparatus, and the like).

Although the embodiments according to the present invention have beendescribed above, the descriptions present only some of specific examplesand do not particularly limit the present invention, and a specificconfiguration of each means or the like can be appropriately changed interms of design. Further, the effects described in the embodiments ofthe present invention are only examples of the most preferable effectsobtained from the present invention, and the effect to be exerted by thepresent invention is not limited to those described in the embodimentsof the present invention.

Moreover, in the foregoing detailed descriptions, characteristicportions have been primarily described for the purpose of making thepresent invention more readily understood. The present invention is notlimited to the embodiments in the foregoing detailed descriptions but isapplicable to other embodiments, and the range of application isdiverse. Further, terms and wording in the specification are used foraccurately describing the present invention and not for limitinginterpretation of the present invention. It may be apparent for a personskilled in the art to conceive, from the concept of the inventiondescribed in the specification, another configuration, system, method,and the like included in the concept of the present invention. It istherefore necessary to consider that recitation of the claims includesequivalent configuration in the range not departing from the range oftechnical ideas of the present invention. Moreover, an object of theabstract is to make the technical contents and nature of the presentapplication readily determinable through simple search by a patentoffice, a general public institution, an engineer in the technical fieldwho is not familiar with patents, legal terms, or technical terms, andthe like. Therefore, the abstract is not intended to limit the scope ofthe invention to be evaluated with the recitation of the claims.Furthermore, it is desirable to sufficiently consider an alreadydisclosed document and the like in order to fully understand an objectof the present invention as well as an effect specific to the presentinvention.

The foregoing detailed descriptions include processing executed by acomputer. The foregoing descriptions and expressions are made for thepurpose of being understood by a person skilled in the art in the mostefficient manner. In the specification, each step to be used forderiving one result should be understood as self-consistent processing.Further, transmission/reception, recording, and the like of anelectrical or magnetic signal are performed in each step. Although sucha signal is expressed by means of a bit, a value, a symbol, a letter, aterm, a number, or the like in the processing of each step, it isnecessary to note that these are used simply for the sake of conveniencein description. Moreover, although the processing in each step may bedescribed using an expression in common with a human action, theprocessing described in the present specification is essentiallyexecuted by a variety of devices. Furthermore, other configurationsrequired for performing each of the steps become apparent from theforegoing descriptions.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view schematically showing an example of apachislo gaming apparatus according to a first embodiment of the presentinvention.

FIG. 2 is an enlarged front view showing the neighborhood of a liquidcrystal display provided in the pachislo gaming apparatus shown in FIG.1.

FIG. 3 is a perspective view showing a schematic configuration of theliquid crystal display provided in the pachislo gaming apparatus shownin FIG. 1.

FIG. 4 is an exploded view of a configuration of part of the liquidcrystal display shown in FIG. 3.

FIG. 5 is a block diagram showing an internal configuration of thepachislo gaming apparatus shown in FIG. 1.

FIG. 6 is a block diagram showing a configuration of the sub controlcircuit shown in FIG. 5.

FIG. 7 is a diagram showing a waveform shown by sound data.

FIG. 8-1 and FIG. 8-2 are flowcharts showing a subroutine of gameexecution processing executed in a main control circuit.

FIG. 9 is a flowchart showing a subroutine of sound recognitionprocessing executed in the sub control circuit.

FIG. 10 is a flowchart showing a subroutine of command receivingprocessing executed in the sub control circuit.

FIG. 11 is a view showing an example of effect pattern data extractiontables.

FIG. 12 is a flowchart showing a subroutine of sound output controlprocessing executed in a voice control circuit.

FIG. 13 is a flowchart showing a subroutine of display controlprocessing executed in a display control circuit.

FIG. 14 is a diagram showing a waveform shown by sound data according toanother example.

FIG. 15 is a perspective view schematically showing a slot machineaccording to a second embodiment of the present invention.

FIG. 16 is a diagram showing symbols and code Nos. of the respectivesymbols.

FIG. 17 is a block diagram showing an internal configuration of the slotmachine shown in FIG. 15.

FIG. 18 is a flowchart showing a subroutine of sound recognitionprocessing.

FIG. 19 is a flowchart showing a subroutine of game executionprocessing.

FIG. 20 is a view showing an example of images displayed to a lowerimage display panel.

FIG. 21 is a flowchart showing a subroutine of symbol determinationprocessing.

FIG. 22 is a diagram showing a relation between prizes and the numbersof payouts.

FIG. 23 is a flowchart showing a subroutine of bonus game processing.

EXPLANATION OF SYMBOLS

-   1 Pachislo gaming apparatus-   2 Cabinet-   3(3L, 3C, 3R) Rotational reels-   5 Liquid crystal display-   21(21L, 21R) Speakers-   34 Transparent liquid crystal panel-   36 Reflection film-   41 CPU-   42 ROM-   43 RAM-   44 Microphone-   44 a Signal processing circuit-   82 Sub control circuit-   92, 1092 Interface for data input-   93, 1093 Specific effect image-   206 Sub CPU-   208 Program ROM-   210 Work RAM-   230 Voice control circuit-   234 Voice data ROM-   1010 Slot machine-   1011 Cabinet-   1016 Lower image display panel-   1020 Control panel-   1029 Speaker-   1033 Upper image display panel-   1040 Mother board-   1041 Main CPU-   1042 ROM-   1043 RAM-   1050 Gaming board-   1060 Body PCB-   1068 Graphic board-   1069 Touch panel-   1544 Microphone-   1544 a Signal processing circuit

1. A gaming machine provided with a speaker capable of outputting asound that is inputted into an external device having a microphone andthat enables said device to execute a specific effect when it isdetermined in said device that the sound includes a specific sound basedupon specific data, said gaming machine comprising: a first memory thatstores first effect pattern data not including the specific dataindicating the specific sound that triggers said external device toexecute the specific effect, and second effect pattern data includingthe specific data; and a controller, said controller programmed toexecute the processing of (a) extracting the first effect pattern datafrom said first memory, (b) performing control to execute an effectbased upon the extracted first effect pattern data, (c) extracting, astriggered by satisfaction of a prescribed condition, the second effectpattern data from said first memory, and (d) outputting a sound basedupon the specific data included in the extracted second effect patterndata from said speaker.
 2. The gaming machine according to claim 1,wherein said first memory stores first effect pattern data not includingspecific data showing a specific waveform that triggers said externaldevice to execute a specific effect, and second effect pattern dataincluding the specific data.
 3. The gaming machine according to claim 2,wherein said first memory stores first effect pattern data not includingspecific data, and second effect pattern data including specific datashowing a waveform obtained by amplifying by a prescribed amount anamplitude in a specific frequency band of a waveform shown by sound dataincluded in the first effect pattern data.
 4. The gaming machineaccording to claim 2, wherein said first memory stores first effectpattern data not including specific data, and second effect pattern dataincluding specific data showing a waveform of a specific inaudiblesound.
 5. The gaming machine according to claim 2, further comprising asecond memory that stores identification data for identifying a gamingmachine installed in a game parlor, wherein said first memory storesfirst effect pattern data not including specific data, and second effectpattern data including specific data showing a specific waveformcorresponding to said identification data.
 6. The gaming machineaccording to claim 3, wherein said first memory stores first effectpattern data not including specific data, and second effect pattern dataincluding specific data showing a waveform of a specific inaudiblesound.
 7. The gaming machine according to claim 3, further comprising asecond memory that stores identification data for identifying a gamingmachine installed in a game parlor, wherein said first memory storesfirst effect pattern data not including specific data, and second effectpattern data including specific data showing a specific waveformcorresponding to said identification data.
 8. The gaming machineaccording to claim 4, further comprising a second memory that storesidentification data for identifying a gaming machine installed in a gameparlor, wherein said first memory stores first effect pattern data notincluding specific data, and second effect pattern data includingspecific data showing a specific waveform corresponding to saididentification data.
 9. The gaming machine according to claim 5, furthercomprising an interface for inputting the identification data.
 10. Thegaming machine according to claim 6, further comprising a second memorythat stores identification data for identifying a gaming machineinstalled in a game parlor, wherein said first memory stores firsteffect pattern data not including specific data, and second effectpattern data including specific data showing a specific waveformcorresponding to said identification data.
 11. The gaming machineaccording to claim 7, further comprising an interface for inputting theidentification data.
 12. The gaming machine according to claim 8,further comprising an interface for inputting the identification data.13. The gaming machine according to claim 10, further comprising aninterface for inputting the identification data.
 14. A gaming machineprovided with a speaker capable of outputting a sound that is inputtedinto an external device having a microphone and that enables said deviceto execute a specific effect when it is determined in said device thatthe sound includes a specific voice based upon specific data, saidgaming machine comprising: a first memory that stores first effectpattern data not including the specific data indicating the specificvoice that triggers said external device to execute the specific effect,and second effect pattern data including the specific data; and acontroller, said controller programmed to execute the processing of (a)extracting the first effect pattern data from said first memory, (b)performing control to execute an effect based upon the extracted firsteffect pattern data, (c) extracting, as triggered by satisfaction of aprescribed condition, the second effect pattern data from said firstmemory, and (d) outputting a sound based upon the specific data includedin the extracted second effect pattern data from said speaker.